I have spent many days and am struggling to figure out a solution to this. Sorry, but I’m kind of new and this is setting me back quite a bit. I feel there is something fundamental here that I’m just not understanding.
So I have it set up that when the player walks over a weapon(as an actor of a BP on the map), it attaches that BP to a socket on my character utilizing a skeletal mesh component(SMC) BP. This is all in a very similar manner to how it is done in the First Person template of 5.3. From within the SMC BP, when I use the IA_Shoot event, it creates a projectile from BP, plays a sound, and shoots it. No issues there. When I also tell it to cast to the anim BP to turn on and off a Bool to trigger animations, it never works.
This is what I have on my Animation Sequence BP to activate an animation for slashing a sword:
This is what I have on the skeletal mesh component:
When I go to pick up the item, the component never actually attaches to the player. It’s as if it never picked up any item, since no sounds ever play from the Shoot event. When I remove the Cast To along with the node object on it, then I can pick up the item and use it as normal except there is no animation with it. I also don’t ever see either of the texts that say “Slashing on” or “Slashing off” but I think that makes sense since there is never an chance for them to activate. Also, the SlashingAni bool is public on the animation sequence BP.
I know the animations work fine because if I directly tell the SMC BP to do the animations during shoot event, there is no issue. It just doesnt blend the animations when I do it that way.
But like I said, I think there is something fundamental here that I’m not understanding and the answer to this will probably help in other ways. Haha. Any help would be appreciated. Thank you!

