How to return actor/s inside a socket?

anonymous_user_a0f72899
Mon, 06 Apr 2015 19:36:36 +0000
UI

Hi all, I’m looking for a way to return the actor/component placed inside a socket on a skeletal mesh.

ie; is there a node I can use that can get the actor that currently inside a certain socket so that I can cast to it and destroy it, etc.

Right now I have an equipment system where when the player chooses to equip a weapon it spawns that weapon blueprint in their hand socket which contains a static mesh and blueprint key events (Left Mouse Button does an attack animation and Q unequips (destroys the actor)) the weapon blueprint is set to have input enabled to make this possible.

This works really well, except now I have a dual wield kind of system [(shown in this video)][1] and when I press Q to destroy them both it works most of the time except sometimes it only destroys one and ignores the other Q key press causing huge run-time problems to my system when I go to equip something else.

I’d much rather have the key events ONLY in the player character where everything else is, so I could press Q and the player character blueprint would get any components/actors in the sockets and destroy them both… or press left mouse button to get the weapon inside the socket/s and run their attack routine. I read on another answerhub question that this can be done using interfaces but the user didn’t go into anymore detail than that and I can’t figure out how to do this on my own.

So I’m looking for some help creating this particular weapons interface or something else if someone has a better/easier idea to handle the system I have. =)

Thanks in advance!

13 posts - 1 participant