PeaceSells - Shooter Procedural Aiming

@AngeIV - I’ve been testing the change to the full body mesh and making the necessary adjustments and, while the alignment itself works, there are other very important aspects about using a full body mesh in a 1st person perspective that must be carefully adjusted, in order for the end result to look good from outside. Making a solution for this requires significant changes and additions to this project, which I actually would like to implement, but right now I can’t spend the necessary time with this specifically. This might be incorporated in this asset in the future though, since I also find it much cooler to use a full body mesh then an arms mesh. I understand you and I think this is a valid request from you and not a matter of being “a lot to ask”, it’s more a matter of incorporating a feature that is already on the list of future *possible *(due to time constraints) additions for this asset.

Btw, if you’re trying this on your own, the first thing you have to do if you make the camera a child of the body mesh, instead of the the mesh being the child of the camera (which is default for traditional FP shooters and how it’s currently set), is to change how you access the camera in the anim blueprint. Currently it creates a reference for the character’s camera in the BeginPlay event and, from that point on, it accesses it through this reference. That reference seems to not work well when the camera is a child of the mesh, so you will need to access the camera through a character reference directly instead.