I’m trying to get a first person mesh working, but for some reason the mesh & bones are not attached to the capsule.
If I “Eject” in the editor, select the player, and move it…then “Posses” again…then the mesh begins to follow my player. This is a strange issue, and I’m not sure what is causing it.
In my Character’s blueprint…the mesh only has scale as a transform, it does not have rotation or translation
In my Character constructor:
Mesh1P = ObjectInitializer.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("PlayerMesh1P")); Mesh1P->AttachParent = GetCapsuleComponent(); Mesh1P->bOnlyOwnerSee = true; Mesh1P->bOwnerNoSee = false; Mesh1P->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::AlwaysTickPoseAndRefreshBones; Mesh1P->PrimaryComponentTick.TickGroup = TG_PrePhysics;
EDIT: Not sure why…but I deleted the blueprint and recreated it, and it solved the issue.