I have started a project in which I’m determined to learn how to use C++ because I’m used to blueprints now and I prefer programming than BP so excuse me if this is a stupid question. I am working on a player character class in C++ and I want to change the camera spring arm attachment from the root to the head socket so I can make the character’s head rotation connected to the camera but I can’t figure out what combination of attachment type and reference I can use to get it to work. I currently just have this since I wasn’t able to get it to work:
I also am trying to set up the animation BP to my blueprint I’m using that’s derived from this class but whenever I try to cast to the blueprint derived from the C++ class it immediately fails. I know it’s not an issue of my doing the blueprints wrong because I’m doing it just like in the documentation and I have my bp set to autoposses. Thanks in advance!
Assuming the head socket is a socket you added to the SkeletalMesh and named it “HeadSocket” something like this should work on a character constructor.
Intellisense is a helping hand, it is the compiler (output log) that is your real friend. Intellisense often gives up if it has to do any deep searching.