C++ Camera Controlled Turrets

You’re not troubling me at all!

Now I’ve never used the skeletal mesh for a vehicle. Is there a specific reason why your using a skeletal mesh on a solid body? I believe it should work though, unless you need to make a skeletal mesh for the turret for it to be compatible, but again, that shouldn’t be a problem.

Now correct me if I misunderstood what your saying:

  1. Vehicle body works and drives when turret isn’t spawned onto the vehicle.
  2. Turret works well when it isn’t spawned onto the vehicle body.
  3. When the body and turret are put together (as in you spawn the turret in) nothing works, Turret wont move and you can’t drive the vehicle around.

Digging around I found this little excerpt on answerhub:
"to sum it up : Attach events doesnt work properly with "Skeletal mesh component " but they work fine with " Native skeletal mesh component " . and you cant solve this by parenting the " native skeletal mesh component " to the camera , since it cant be moved , renamed , deleted .well that seems like an issue to me anyway .

How to solve :move your skeletal mesh from “skeletal mesh component” to “native skeletal mesh component " then in graph of the character blueprint , add an “attach to” node and attach " native skeletal mesh” to camera when begin playing ."

It sounds like it could be an issue with how the skeletal mesh is set up. Also take a look at the following link, is this how you set up the sockets your trying to use?

Or do you have the sockets set up like in my tutorial?