I’ve got this weapon mesh I’ve attached to my character mesh via a socket. The character mesh is a typical lower body/upper body setup using layered blends by bone and an aim offset. For whatever reason, my weapon is snapping to the position the socket would be in if only the lower body animation was being played, instead of the final blended position. Does anybody know what’s up with that? I haven’t run into this before, and I’m stumped. I’m using 4.25.
Whoops I probably should have done that to begin with >< I can’t attach an mp4, so here’s a link to the file on my google drive: halp.mp4 - Google Drive
The socket is linked to the hand bone, yes. You can see this in the attached screenshot. For what it’s worth, I’m using the Rifle Animset Pro pack for my animations, and this bone came already set up (though I added the socket)
In the video I show two animations - a reload, and the idle anim that is where the weapon gets placed in game. I then fire up the game, showing both how it doesn’t align with the weapon down animation, or with the blend-spaced ADS animation.
Oh, and while I’m at it, here’s the animation blueprint idle state. It blends between the legs and the torso, and the torso blends between an idle weapon down animation, and an aimed aimoffset animation.