I’ve seen these 2 ways to attach an actor to the player… and I don’t know exactly which one is the best or whats the difference between then…
FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true);
GetOwner()->AttachToComponent(Character->GetMesh1P(),AttachmentRules, FName(TEXT("GripPoint")));
OR
const USkeletalMeshSocket* GripPoint = Character->GetMesh1P()->GetSocketByName("GripPoint");
if (GripPoint)
{
GripPoint->AttachActor(this, Character->GetMesh1P());
}
I’m currently using this last one…