And instead of using his assets, I’ve created my own.
My issue is that when I spawn my weapon onto the character, the weapon itself is 5 times larger, and so I’ve had to set the scale to 0.2 for my weapons. They also have a bizarre spawn rotation which I’ve had to manually set too.
I’ve tried searching for people who share this problem but my phrasing returns nothing. I’ve opened up the tutorial assets, the guns are roughly the same size, same rotation, same transform and I’ve scaled to rotation and deltas in Blender. If I copy the gun mesh from the content browser into the editor, it’s the exact size and rotation that it’s supposed to be. I just want to know if I’m missing something? Is there a way to debug?
If anyone knows why this is happening, please let me know how I can fix this as I’m not sure what I’m doing wrong.
Take a look at the transform of the parent component your connecting the weapon to in the details tab.
Is it by any chance scaled and rotated in the way?
The solution is to add a scene at the point where the weapon goes and use that as the parent to the weapon.
So, click on the component that is usually the parent of the weapon, then choose scene from the ‘add component…’ menu. You can see the scene has no transform ( in the details tab ). Now, if you spawn and attach the weapon to that, it will be the right size etc.
So I made another test dummy weapon blueprint, added a ‘scene’ component, parented the weapon to it and the scale is 1, rotation is 0, location 0 etc. It still adds the model 5 times larger, and on the incorrect rotation. Hierarchy in the blueprint is Scene>SkeletalMesh, if that makes a difference.
Ah, yeah I added a socket onto the player (But before that I simply parented it to the right palm). I’ve gone further into the tutorials in which an empty scene ‘gun’ is added, where all weapons are attached to. As such, a new problem has arisen. Each weapon added is added to the ‘gun’ socket, but each weapon that spawns have different rotations set. as for the socket attached to armature, here is a picture of the scale, location, rotation:
Nice! Yeah either the socket parented to the armature has to be scaled down, or the ‘gun’ component which is scaled to that socket anyway… As for the rest, problem appears to be resolved with re-animating. Thanks again for helping