You can remove the dummy root component, i.e. replace your constructor with:
AMyWeapon::AMyWeapon(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
// We must tick
PrimaryActorTick.bCanEverTick = true;
// Weapon Comp
Weapon = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("Weapon"));
RootComponent = Weapon;
}
If you are not getting any errors, the only other things I can think of:
- Make sure that the mesh isn’t tiny or massive - this could cause you not to see it.
- Make sure that the weapon class and mesh are not hidden