Hey, sorry for my late response, I just got back from a camping trip.
Now let’s address your issue Scorpio_b. From what I understand your trying to drag the ship, out of game mode, in the editor. It will not show the turret on the chasis as the turret is spawned into the world when you start the game. Have you tried pressing play or simulate and see if the turret appears on the chasis? So to break it down, in your naming convention.
BP_Ship is configured in the blueprint details to spawn the BP_Turret you’ve selected. When you set the player spawn and set the vehicle as the player, or even drag the ship into the world and press play, the turret on BP_Ship should spawn in. I’m confused as to why your BP_Turret is showing it being connected to the chasis of the vehicle as that shouldn’t even happen. The BP_Turret should only show the turret itself.
I know it’s a weird concept as to spawning the turret into the game when you play, but it’s a way to enable having vehicles who have multitude of turrets that can be swapped out later during the game. There are a few different methods to get the turret and ship connected, and I could get a quick little tutorial showing you how do that with C++. (The more I think about it, the more I believe expanding the tutorial to show different methods may be a good example of how else it can be done, in case one way just isn’t working.)
So tldr; move the player vehicle into the world, press play, see if the turret spawns in.
Chairmen Meow: Can you move the ship at all even with the camera not moving? Put your input binding code into a block on here and I can step through and see if there’s something missing. A good thing to check is did you name the input bindings exactly the same as you did in the code?
Hey, no worries about “late” replies, it’s a forum not a chat
Also now that you say it I can not move the ship and I also think I know where I screwed up.
I think I put everything into the c++ flying template.
I switched the default pawn to the ship one and gave the inputs the correct names while removing the flying template default controlls.
Still something in there is probably conflicting with your tutorial setup.
So I will try in a clean c++ project when I get time and report back.
Thanks for pointing me into the right direction!