Have you created an weapon attachment class, this is where the mesh is attached in 3rd person, look at UTWeapon line 1103
Code:
simulated function AttachWeaponTo( SkeletalMeshComponent MeshCpnt, optional Name SocketName )
Here is a sample of my attachment class
Code:
class KDAttachment_MyWeapon extends UTWeaponAttachment;
defaultproperties
{
// Weapon SkeletalMesh
Begin Object Name=SkeletalMeshComponent0
SkeletalMesh=SkeletalMesh'WP_SuperSoaker.mesh.SK_WP_SuperSoaker_3P'
//AnimSet'WP_SuperSoaker.Anims.K_WP_SuperSoaker'
End Object
MuzzleFlashSocket=MuzzleFlashSocket
MuzzleFlashPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_3P_MF
}
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