Al…Most…There…
I was able to step back for a day and reprocess the information from his pastebin. Before I could test it, I was having trouble casting my weapon from my character but have since got that issue sorted (PHEW). I have tested what I have and while the camera does move, it moves very oddly. At first glance, it doesn’t appear to attach to the socket but after moving the socket to different locations, I notice the camera is moving relative to the socket but it is far from the desired result. When I go “ADS” the camera actually moves in the opposite direction from the socket but let go of the ADS button and the camera goes to what appears to be the socket location (returning the camera to original location will appear to be a whole other ball of wax lol.)
I’m pretty sure I have exactly what he has written. Here is a SS of the blueprint I made for it:
This is part of my weapon blueprint, which once working and other weapons are created, this will be on a parent weapon blueprint that all weapons will be children too. And as simple as it is, in case you need to see it, this is my call to the event which is location in my character bp:
I can’t see what I have done wrong. I would like to successfully implement @Kris method as I believe using the math one time for all weapons is the best solution to going ADS but if I can’t get this figured for some reason then I guess I will have to go the sloppier way and use cameras attached to every weapon socket and blend between them. While that method would work, I fear that it may not be as accurate as well as needlessly adding components to a scene.