So I’m working another level of my customization blueprint where I want to add a hat onto my player character’s head.
I created a socket parented to the head and adjusted it so that the mesh I’m adding will be lined up properly.
Then I started looking for nodes in the blueprint that would let me add the hat when the player steps on a box trigger. This is what I managed to come up with on my own:
The nodes on the bottom are adding the mesh onto the player character, the one on the top is adding it to a little animated preview mesh that has the same skeleton as the player character.
The problem that I’m getting is that the hat is properly appearing on the player’s head, but only at the last location the socket was previously at. So when the head turns or moves during animations, the hat is remaining in a static position.
How can I fix this? Or is there a better way to do what I’m trying to accomplish?
You are not actually attaching the meshes, just creating them as independent components and setting their relative transform to the position of the socket.
Ah, perfect. I see how this one makes more sense to use. Just can’t seem to find a way to attach the mesh for the hat I need to the node. I’ve been digging through all the options I have in target, though I may be a little blind.
Anyone who is replicating this, make sure in the “Add Static Mesh Component” to set the Collision Preset to “NoCollision” otherwise your player has the incomprehensible weight of a hat placed firmly on their head and restricting all movement lmao