当前位置:网站首页>[illusory] weapon slot: pick up weapons
[illusory] weapon slot: pick up weapons
2022-07-02 10:00:00 【Qiao'an fish】
Open the character static grid window —— Choose mixed space mode —— Choose the bone tree option —— find hand_r Bone nodes 
Right click —— Add slot , Renamed as weapon


preview :weapon Right click on the node —— Add preview assets —— Select the corresponding weapon 
You can adjust the approximate position of the weapon in the preview .( But it won't show , Preview only )
Create a new one Actor The blueprint “weapon”—— Add corresponding weapon components to this blueprint 
Open the role blueprint —— Right click New Spawn Actor“ Generate Actor”——class Choose a weapon blueprint weapon, Collision select ignore collision .—— Next, assign the slot change value 
The weapon slot belongs to the character grid , So drag the grid body to create a new grid body key —— Drag the grid body key to create a new socket“ Get slot changes ” function ——In Socket Name Select the slot name ,Transform Space choice RTS Actor—— Functions and generation Actor Of SPawn Transform Connected to a


This generates only one weapon slot , But it is not bound to the character .
Drag generation Actor Execute pin , newly build Attach“ take Actor Attach to component ”—— Mesh body keys and Parent Connected to a ,Socket Name Fill in the slot name , Here are three choices “ Align to target ”
Complete as follows . Trigger events play at will .

After operation , It is found that weapons can appear in slots , But the character can't move forward , This is caused by the collision of weapons .
Open the weapon blueprint —— details > Collision > Collision preset >No Collision
So the whole process is over .
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