Hi there - my question is in the title. Can someone walk me through this so I can apply this logic to my other weapons?
What information/Blueprints would anyone willing to help need to see exactly?
Hi there - my question is in the title. Can someone walk me through this so I can apply this logic to my other weapons?
What information/Blueprints would anyone willing to help need to see exactly?
To clarify further - I have a fully functioning Equipment/Inventory system that allows me to use different weapons/ enum blends. I use don’t know how to incorporate a sheath xD
You could add a socket to the hip bone
Will that only make the sheath appears if a sword is equipped? :o
Well it’s up to you at that point, all I’m saying is that you can attach a mesh to a bone socket and then align the sword with it when you play your animation. Whether it appears or not is up to you and the logic behind it.
Exactly - you’re the one who’s gonna tell the sword where to be located
You add a socket (to some Static/Skeletal Mesh) with your own name, you set it’s location, which bone is the parent, rotation and everything (also you can use a Preview Mesh there to test without starting the project)
As you have a socket you use the Attach Component to Component or Actor to Component (depends on what is the sword) and you have a place to enter the name of the socket - remember that the Parent has to have this socket or else it will use Root, in case you misspell the word (case sensitive) it will also use Root