void AShooterWeapon::AttachMeshToPawn()
{
	if (MyPawn)
	{
		// Remove and hide both first and third person meshes
		DetachMeshFromPawn();

		// For locally controller players we attach both weapons and let the bOnlyOwnerSee, bOwnerNoSee flags deal with visibility.
		FName AttachPoint = MyPawn->GetWeaponAttachPoint();
		if( MyPawn->IsLocallyControlled() == true )
		{
			USkeletalMeshComponent* PawnMesh1p = MyPawn->GetSpecifcPawnMesh(true);
			USkeletalMeshComponent* PawnMesh3p = MyPawn->GetSpecifcPawnMesh(false);
			Mesh1P->SetHiddenInGame( false );
			Mesh3P->SetHiddenInGame( false );
			Mesh1P->AttachTo(PawnMesh1p, AttachPoint);
			Mesh3P->AttachTo(PawnMesh3p, AttachPoint);
		}
		else
		{
			USkeletalMeshComponent* UseWeaponMesh = GetWeaponMesh();
			USkeletalMeshComponent* UsePawnMesh = MyPawn->GetPawnMesh();
			UseWeaponMesh->AttachTo(UsePawnMesh, AttachPoint);	
			UseWeaponMesh->SetHiddenInGame( false );
		}
	}
}
Beispiel #2
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//void AARWeapon::OnRep_WeaponOwner()
//{
//	if (WeaponOwner)
//		SetWeaponOwner(WeaponOwner);
//}
//void AARWeapon::SetWeaponOwner(AARCharacter* NewOwner)
//{
//	WeaponOwner = NewOwner;
//	SetOwner(NewOwner);
//}
void AARWeapon::AttachWeapon()
{
	if (ARCharacterOwner)
	{
		// Remove and hide both first and third person meshes

		// For locally controller players we attach both weapons and let the bOnlyOwnerSee, bOwnerNoSee flags deal with visibility.
		//FName AttachPoint = WeaponOwner->GetWeaponAttachPoint();
		if (ARCharacterOwner->IsLocallyControlled() == true)
		{
			USkeletalMeshComponent* PawnMesh3p = ARCharacterOwner->GetMesh();
			WeaponMesh->SetHiddenInGame(false);
			WeaponMesh->AttachTo(PawnMesh3p, "TestSocket");
		}
		else
		{
			USkeletalMeshComponent* UseWeaponMesh = WeaponMesh;
			USkeletalMeshComponent* UsePawnMesh = ARCharacterOwner->GetMesh();
			UseWeaponMesh->AttachTo(UsePawnMesh, "TestSocket");
			UseWeaponMesh->SetHiddenInGame(false);
		}
	}
}