Can't attach pawn sensing component to mesh via blueprint

Bit of an unreal engine noob so forgive me if this is an easy fix. I know this is something we can do via C++ aswell but at the moment I don’t have the storage to download all that visual studio stuff.

So my question is: I have a pawn blueprint and inside I have a PawnSensing component. The problem arises from the fact that I can’t actually attach the pawnsensing component to any of the other components?
image

The reason I need to do this is because my turret basically rotates around when it shoots the player, however the Pawn sensor doesn’t rotate around with it. This means that if I were to spin in a circle, eventually the turret would just stop rotating because the pawn sensor isn’t rotating along with it, and it’s not giving any signal despite the turret still facing the player.

If anyone could let me know a workaround to this I’d appreciate it. If this isn’t possible through just blueprints I guess I’ll have to resort to C++

Pawn Sensing Component is derived from an Actor Component, not a Scene Component. It doesn’t have a transform and can’t be attached to Scene Components.

As for rotating it, you’re gonna have to rotate the whole actor. I couldn’t find a way to rotate it based on another component.

ah alright. The way I have it set up is that my turret has a base that it stands on. It’d look pretty weird if the base is moving aswell so I’ll try to find a workaround for the base part then. Thanks for letting me know I didn’t know that!

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.