Try and drag off your InventoryHudReference to create a DrawTexture node and see if that makes a difference.
I was able to get this to work by creating a new widget called WB_Crosshair and adding it to the viewport.
The reason its like that is because unless the guns always pointing at where the center of the screen would be in 2D space its not going to align correctly. Basically, if you have your gun aligned straight down the X axis with no rotations during the animation then its will align correctly, but most likely the case is that the gun is attached to the player skeleton and no longer faces directly down the X axis. I hope that makes sense.
Well this is where i got it… I guess im happy enough with this for now at least. Thanks
You see at about 30 seconds… it would be nice to push the camera forward when his head obstructs the target because of the wall if anyones got any ideas?