I have a child actor in my actor blueprint that I’m using to keep track of attached armor pieces.
The problem is, when I’m switching weapons I set the child actors class to the new one and sometimes (I can’t tell how it’s determined) it won’t update the mesh.
This is what it looks like in game. Red is the “Staff” mesh and blue is the “Sword” mesh. This is a single child actor!
This is my hierarchy. I have the Weapon_L actor selected, but as you can see that actor is in the other hand, I don’t believe it’s two actors stacked on top of each other as I never move them. Weapon_R appears to be getting two meshes some of the time.
I don’t like Child Actor Components that much, they tend to be problematic IMO. Do you really need them to be Child Actor Components? Maybe you can just use AttachActorToComponent and attach them to a socket in your character mesh and handle them through an inventory object or actor. But anyway, can you show screenshots of your blueprint code where you manage this?
Ok so just a couple of questions. Does your character always have the same weapons and he just swaps between them? or do you find weapons in your game and you add them to your player?