The final part of this section is totally broken.
Like is done it totally bypass the C++ architecture and the “Gun” responsible for the sound and animations for the First Person.
A solution can probably be something like:
- make a new blue print “FP_TP_Character”
- make both child actors FP_Character and TP_Character
- in both make a function to enable / disable the camera
- in “FP_TP_Character” make a switch for the visibility and the Fire event to shoot from FP_Character or TP_Character
Or somthing very similar, another way is to Create a new Class from Gun where you set Sound and so on.
I think this is just a bit messy and confusing.