I am hoping somebody in this community can provide an answer to something that is bugging me.
I am trying to get a good grasp of how to use the blueprint system in the UE4 editor. So I started by making a FPS blueprint example project. I was reviewing the blueprints provided when I noticed that for every section of input, there seems to be a separation into two branches. Where keyboard vs analog is concerned this makes perfect sense because the input is entirely different.
Then I looked in the spawn projectile section of the code, and saw there are two branches for selecting the transform of the projectile to be spawned. I can't fathom a reason that the gun offset isn't used in both scenarios.
Why would the motion controllers be abstracted out of the game logic in this section? How is it the example wouldn't have the motion controllers alter the camera and or gun offset, and thus continue to use the first branch for spawning projectiles? Why are two necessary?
Here's that branching I mentioned, sorry if the text is too small.
[attachment=33642:blueprint.PNG]