Thanks for the thorough insight.
Having an understanding of which order things are created and how they weave together makes the logic much easier to follow. The uses of the different methods depending on when and which BP type (level,anim,game mode, hud) your in will still cause me future stumbling blocks but I will be able to come back here and re read this post . I see now the ref object was not being set to anything at the time I was trying to access its variables…
I got the "try and get pawn owner " “cast to char tedchar” then set a "ref object " working instantly after reading this post and it made sense.
I guess I should set “location and rotation” from that ref object also not the way I’m doing it in the snip below…
Since I can’t shoot until I pick up the gun via logic elsewhere in BPs and Im not starting play right next to the gun I am getting away with it.
I will tinker further.
But for now …ted shoots!!!

After a little reading and watching the Tutorials I also managed to get him to continue running while shooting via the "layered blend per bone " node.
This engine thing is quite amazing. The more I do the more sense it seems to make. Mostly from being set straight by you’re posts.
Thanks again.
What to do next?? I really should of had a design before I started this but “collectable Blocks” and evil Doll enemies come to mind right now while I’m typing.
