How to Attach Light Source to Skeletal Mesh Child Actor?

Hey, a weapon I have (lantern) is a child class component, so I can’t access the components tab to add a light source like with a static mesh. I’m assuming it has to be done through blueprints.

The weapons pickup is a static mesh but the weapon itself, once in the socket, is a skeletal mesh.

(I’m trying to re-create a lantern similar to Twilight Princess)
Any help is greatly appreciated

Make Lamp ACTOR (not component)
There you will have its own component structure, so you can place light inside.
And bonus is that you can put code in lamps blueprint, that turn lamp on off, dimms etc.

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Thank you for your reply!

The only problem is it’s a child component for a master class, so I can’t add the other components. An Actor would be exactly what I’m looking for when it comes to adding a point light, but because it’s a child skeletal mesh, I guess I can’t

I was able to create a work-around to solve it.

I attached a light component to the BP of the player’s character (BP_FirstPerson) and assigned it to the same socket as the weapon (lantern) when held in hand, then turned off the visibility.
Afterwards, I assigned the weapon a specific weapon type (lantern) and set up my character’s BP to turn the visibility back on if that weapon type is equipped.
So basically, the light source is coming from the BP_FirstPerson’s socket, and becomes visible when the actual lantern is equipped. The light source is NOT coming from the skeletal mesh.


:stuck_out_tongue: