Currently I am loading weapons in the constructor using USkeletalMeshComponent’s. But I would like to change it to UBlueprint or prehaps the baseclass itself using FClassFinder/FObjectFinder. Unfortunately I am unable to get the object to display. Can someone provide a link or code that shows how that is done?
static ConstructorHelpers::FObjectFinder<USkeletalMesh> WeaponSkeletalMesh(*WeaponName);
if (WeaponSkeletalMesh.Succeeded())
{
USkeletalMeshComponent* meshComp = CreateDefaultSubobject<USkeletalMeshComponent>(ARvBCharacter::RightWeaponName);
meshComp->SetRelativeRotation(RightRotation);
meshComp->SetRelativeLocation(RightLocation);
meshComp->SetRelativeScale3D(RightScale);
meshComp->SetSkeletalMeshWithoutResettingAnimation(WeaponSkeletalMesh.Object);
//meshComp->SetupAttachment(GetMesh(), ARvBCharacter::RightSocketName);
meshComp->AttachToComponent(GetMesh(), FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true), ARvBCharacter::RightSocketName);
}