Help with Player Reference Head Following in UEFN (UEFN Limitations)

Hey everyone,

I’ve been working on a system where the player reference head follows my position. I managed to achieve this using the regular mannequin and a control rig bound to a sphere, which is then controlled by a script.

I wanted to apply this to Player Reference v1 since v2 has more blocking issues than the first one. The problem I encountered is that the skeleton of the player device is wrapped in a Child Actor Component.

I can create and link my control rig to this “Mannequin Component (Child Actor),” but that doesn’t help because I need to link it to the skeleton itself.

I also tried manipulating the copy-paste code of the reference, but I don’t have enough knowledge of Unreal Engine for that to work.

I’ve seen that in Unreal Engine, you can typically reference elements inside a Child Actor easily, but that’s more possible with Blueprint Scripts, which are quite limited in UEFN.

So, I’m wondering if there’s a workaround to bypass UEFN’s limitations or maybe a different approach I haven’t considered yet.

Any ideas would be much appreciated!

did you ever figure this out?