I’ve been trying to get the mesh of a referenced actor (ZombieRef / BP_ZombieMain), however every time I try to pull the mesh from the reference or cast, it pulls the mesh from the blueprint its placed in, instead (BP_FirstPersonCharacter). I don’t think the reference is completely broken because it is used to take damage in the same blueprint and it works. However, retrieving the mesh does not work at all.
This problem also happens on the opposite end where I am trying to pull the mesh of the referenced BP_FirstPersonCharacter in BP_ZombieMain, and its only able to pull the BP_ZombieMain mesh from the BP_FPC reference. I was following a tutorial and they did it without any issue so I’m not really sure why this isn’t working for me.
what are you pulling out the mesh for? and also have you checked if your ref is valid by the moment, you pull the mesh?
need more details
Hey @camtray!
I’m thinking the object you’re pulling might not be the right one! Can you show more of the blueprint? ![]()

Get back to us and let’s get it worked out!
Here’s the section of the blueprint I’m having issues with.
So, in hopefully the first image you’ll be able to see that I’m trying to get the character hit by a line trace, and turn them into the Zombie Ref reference. I thought that maybe the line trace was striking my own character, so I added the print string but it prints BP_Zombie_Main each time, so that’s out of the question.
In the second image, it shows the referenced enemy being used in a function where it should be dealt damage, which works, however in the third image, the referenced enemy is supposed to have an emitter attached to its mesh. Now, I can’t get its mesh from its reference. The only mesh available to extract is attached to the BP_First_Person_Character.

This is all that I can get from the zombie reference.
Is BP_ZombieMain a child of BP_FirstPersonCharacter? Or Character?
When you click on the node like that without playing, it does show you the mesh in your current blueprint (which is weird and shouldn’t happen, seems like an editor issue) but you should ignore it
The value will be correct when playing
They both have Character as a parent class. In that final node, “Spawn Emitter Attached”, the Zombie Ref → Mesh → Attach to Component should in theory have the emitter attached to the BP_Zombie_Main, however, it attaches to the BP_First_Person_Character, because the Zombie Ref pulls the BP_First_Person_Character mesh.
In game, it has the emitter come out of the BP_First_Person_Character as well.
That doesn’t make sense, in your screenshot, where you mouse over the mesh reference, it points to the mesh of the default object, which doesn’t exist in the world, so even if for some weird reason the reference was true, which I highly doubt, then the emitter would spawn literally in your blueprint editor
I would suggest adding a breakpoint in your Spawn Emitter node, running the game, calling the function that does the trace and checking what the mesh reference actually is, and post back with a screenshot



