Hi MechaFarin,
Thanks for the quick response. I allready knew that a third-person camera should be attached using a SpringComponent. But I’m not trying to create a generic third person camera ![]()
To be exact I want to attach my CameraComponent to the “head” socket of my mesh so it behaves like real life eyes. Basically that’s what I want (this was done using the Blueprint editor only)
but using C++ (and then building a Blueprint out of my custom class) I only get this far…
I’m allready utilizing
FName SocketName = FName(TEXT("head"));
MyCamera->AttachTo(GetMesh(), SocketName);
// I know that AttachTo() is depreciated, am going to change it soon
But at the time this C++ code gets compiled, there is no socket with this name thus the camera can’t be attached porperly (at least that’s my best guess).
Is there any option to work with assets (respectively their sockets or other properties) in C++ without explicitely specifying them?

