FINALLY, after being stuck on area for months I’ve finally managed get the weapon swing working properly.
https://forums.unrealengine.com/core/image/gif;base64
Although I’m not sure if I have detaching the weapon set up in the most optimal manner:
https://forums.unrealengine.com/core/image/gif;base64
I couldn’t find any tutorials on how to properly detach a component from a object so I just had to take a wild guess on to how to make it work.
However, while the weapon swinging itself is working, there’s a couple of related issues that need to be dealt with.
The most pressing issue facing me right now is with a couple of platform blueprints that I’m currently working with. You see, I’ve been experimenting with two different blueprints for platforms that the player character can jump through the underside and I haven’t been decide which to use as they both have different issues, although a problem for a different topic. Instead, the problem that needs to be addressed is that the weapon that I have attached to my character is interfering with the functionality of both types of platforms, causing issues like my character falling through the first type of platform shown below seemingly at random and camera issues with both types when jumping through the platform.
I know the source of these issues is the weapon and not something else because these problems were not present in the copy of my project I made before I tried implementing the weapon. So now I need help on how I can remove any sort of collision between the weapon and the platform while maintaining the ability for the weapon to be able to interact with other non-platform objects.
Settings for the weapon’s collision box:
https://forums.unrealengine.com/core/image/gif;base64
Platform Blueprint #1:
Platform Blueprint #2:
The other issue I’m having is a purely aesthetic one, at least as far as I can tell, and relates to the manner that the weapon is supposed to disappear after my character finishes swinging it. The weapon is supposed to disappear at the end of the animation at frame #15, with my character putting the weapon away behind their back then, but instead the weapon disappears before it reaches that point.
Earlier here in topic, it was mentioned that there is apparently a delay on when the notify activates. would then suggest that the notify is looping around to the start of the swinging animation and activating somewhere around the frame #1 instead of frame #15 as intended, if that makes any sense at all.
I’ve tried moving the notify a frame or two backwards on the track to see if that would fix the problem, but it only results in the weapon disappearing even earlier than intended with the weapon now vanishing immediately after completing the swing. Visually, it looks better than the weapon disappearing midway through the putting away portion of the animation but I’d much rather get working to how I originally intended it.
Not helping matters is that I can’t really see my character doing the pulling out or putting away animations while in-game. When the animation is viewed within the editor or in Blender, I can clearly my character carrying out the aforementioned actions, but for reason when viewed in-game its extremely hard to see as the overall animation seems faster. As a result, I’m not sure if problem is a technical one or if the weapon is disappearing behind my character’s back as intended, just at a ridiculously fast rate that I can’t see.
Any ideas?