Weapon Type Change Not Working!!

Please take a look at this video and tell me why the Skeleton Mesh is not changing (Actor_Weapon_Select) in my world. Thank you for taking your time and looking into it.

Without or without Arrow component and Rotating movement has no effect to the Skeleton Mesh not changing.

This is the closest solution. I figured it out after 4 hours of trying. Unfortunately, the result is not the same as the mentor (Epic Games) is teaching me. He simply drags & drops the Actor_Weapon_Select in the world and is able to change the weapon’s appearance by selecting Weapon Type from the drop-down menu in the details tap but I am not able to do this and had to come up with a solution which, in my case, as you can see in the video below, I am changing each SkeletalMesh after duplicating them. I do not know if my solution is going to affect my end exam submission, but spending almost 4 hours is too much, which is why I am moving on with my studies. Please let me know if you have a better solution to this issue and thanks.

I think maybe you have the wrong node?

@ClockworkOcean unfortunately This method you are showing, I have it in my BP_Coursera_Character_Player and I tried it to Actor_Weapon_Select and it didn’t work.

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But… I just tried exactly this, and it works… :thinking:

Same setup as you.

wait, can you upload a video and I will copy exactly what you are doing :face_with_peeking_eye: @ClockworkOcean

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Sorry, I’m not at that machine any more! :rofl:

I did the enum, function with a switch, and the ‘set skeletal mesh asset’ node. Then I called the function from the construction script.

That’s it :slight_smile:

no problem and thanks for taking your time for helping, I will remind you tomorrow in the morning to send me the video so I can fix this issue. Thanks again and have a nice evening.

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I don’t get why you’re using both ways of doing it?

You have two BPs in that vid ( above ), and one of them still has the old SET method.

If you’re setting the mesh in the character ( which you seem to be doing ), why do you have code to set the mesh in the weapon also?

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Great question and I honestly have no idea, I am just following what Epic Games is teaching me. My guess would be, I might need this in later courses. This course is about 9h 9m long which is probably the longest one and may be I need this in the end but I do not know why to be honest :joy:

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I have this

skel

Good morning @ClockworkOcean here’s the video of me doing this method and it’s not working. Please let me know if you see anything.

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What engine version are you using? 5.5?

Make a totally empty project and migrate that weapon to the project. Then you can zip it up and put it on google docs ( or something ) so I can download and take a look.

You can PM me the link if you want…

@ClockworkOcean I already have a zip folder ready to go when I downloaded this weapon, please let me know if you were able to download this from my link I just created for you and thank you.

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Works in 5.5. Are you sure you are using the correct blueprint node to change the skeletal mesh’s asset?

It should look like this:

Yet in yours it looks this way:

Notice the exclamation mark with a cog on the right hand side of the node. It might be the wrong version of the blueprint node (maybe you are setting the variable instead of the asset of the variable)

Edit:

Narrowed it down:

You must have had context sensitive turned off and chosen the wrong node:

You chose a component node instead of the node that is called on the component itself.
Try turning on context sensitive blueprints and drag off of the Skeletal mesh appearance to get the correct node.

@3dRaven thank you very much for taking your time and doing this. I have used both blueprint nod at this point, my mentor was using the second one (SET) not (f) Set Skeletal Mesh Asset for Actor_Weapon_Select although we used (f) WeaponSwap for BP_Coursera_Character which I have shared the video in the post above. Unfortunately, I am not getting the same result.

Context Sensitive is Always Turned On and I have checked this many times just in case. I am still confused to see how yours is working and not mine.

It should be the node without the cog with the exclamation mark. Perhaps the blueprint has become corrupt in some way? Maybe try recreating it with a new actor.

@3dRaven let try do this by naming Actor_Weapon_Select_01 and will update you here after I finished this and I can show you both side by side and hopefully this works…I WILL NOT COPY AND PASTE ANY CODES FROM Actor_Weapon_Select just to be safe!!!

The one noted with the f as in function call should work correctly.

I would delete the editor only version of the node inside of the function to not get them mixed up.

Sorry, I think something went wrong with the migrate, I have nothing useful at this end.

Tell me later if you want to try again, I’ll give you more instructions…