I am learning blueprints and trying to make some tools for animation. I have a simple spline blueprint setup with a Static Mesh actor (cart) that is moving along the spline from a float. The blueprint itself works just fine, but I am trying to get it so that I can attach an object from the level to the BP child (cart).
The goal is to use the basic spline rig as a template, but then make duplicates so that I can attach actors and cameras to the cart for animations. For this example, the cube is a child of the cart for visualization, but I want to attach the hand model to the cart so that it will ineheret its position and rotation.
hi man
there is the attach to node , i never used this node in editor mode, but you can try !
If dont work , you may try creating a variable to store any kind of actor, (var actor reference type)
and then you can set Who you want to move, and just read the world transform of your cube and copy it to the Desired Actor you want to move.
In the actors that you want to attach, create a PUBLIC variable of type Actor (so you can select the cart with the eyedropper in the world).
In the constructor check if the variabile is valid (get the variable, righ click it, convert to validated get), if it is use the function “attach actor to actor” and pass the variable as target, it should work.
Thanks for the response! It took me a bit of tinkering and trying to understand your setup, but this worked. The only variation I had to use was instead of “attach actor to actor” I needed to use “attach actor to component”, since I was using empty static mesh objects for my empty containers.