Ok back to the drawing board… Trying to do what a few forum members suggested in this thread, and that is to actually place as much of the logic as possible inside the weapon’s own blueprint(s) for increased efficiency / functionality.
This time will try the knife instead of the bat. Made an actor bp called it “KnifeActor”. An put the following code in the event graph.
Right clicked on the box collision and added an “OnComponentBeginOverlap”, then casted to the third person character. Then I checked if face button left on the gamepad was being pressed. If true I attached actor. Set socked to “knifesocket”
Played the montage “pickupmontage” and added a delay for the whole animation time, disabled input between the montage and the delay. Set my “Has Weapon?” boolean from TPC. Also set my weapon enum from TPC to knife. Reanabled my input.
Here is the result -
It seems now the weapon is attaching and is no longer drifting, BUT(always a big but right?), it seems the socket is being totally ignored to place the weapon about midways into the TPC.
Can anyone explain this? thanks!