I see that Sight is a variable in both your gun blueprint and your character controller.
It looks that Sight is never assigned in your character controller, hence the None error.
Does your player controller own a reference to your gun blueprint? If so, you would use that reference variable and then get the Sight variable from the gun blueprint.
Ok so created a Vector called SightLocation in the assault rifles blueprint and made it public…
I fed in the Sights Relative Location to the Variable (which is containing the data)
On that Error node, it is trying to get a Sight Location variable owned by BasePlayerController, but it is actually part of AR_Blueprint. Therefore in BasePlayerController, you need a variable that holds a reference to AR_Blueprint.
How do you attach your gun to your character? Do you spawn an actor based on AR_Blueprint?
I tried that… put the name in, camera moves just a touch forward so i thought “Ahh ok, im moving the camera but the boom is still the same” so i set the boom to 0 and the camera went up my guys ***!
God dam this S*1ts hard!!!
I dunno
Im sure i get the concept of what i want to do but how to do it is killing me
If your camera has a boom, that is what you want to place in the gun socket, since the camera is a child of the boom, the camera will move appropriately if you move the boom. Then if you want the camera right on the spot, you would set the Arm Length of the boom to 0.
I’m assuming your weapon has a skeletal mesh component? If so, on the Get Socket Location, you actually want to put the target as the weapon’s skeletal mesh component, not that Sight variable. And then it will find the socket on the gun mesh.
To everyone who helped me both on this and my other thread (where i wanted to explode my computer and never hear the name UE again), I give a HUGE thank you to you… @ToxinGaming patient life saver!
Well, until I get stuck again, (I expect in about 3 mins), cheers for now and again thank you!
I’m glad you were able to get that done. Next you’ll probably want to make sure that left hand is locked onto the rifle. Information on how to do that located here.