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How do I get a reference to a skeletal mesh socket from a separate blueprint?

I can't seem to find the correct sequence of accessors or casts.

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asked Jan 06 '15 at 04:02 PM in Blueprint Scripting

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Asher S Einhorn
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just an example. Maybe this helps. Let's say i got the other Blueprint Actor with an otherlap event.

I have created a custom SkeletalMesh Component on MyCharacter. So i get the "Other Actor" and cast it to MyCharacter. Now i get it's Mesh Component that i created and with that, i can call several Socket function where i only need to put in the name of the Socket i want to use.

As long as you have a reference to the Blueprint you want to access, it will be similar to this:


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answered Jan 06 '15 at 04:08 PM

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avatar image Asher S Einhorn Jan 07 '15 at 09:04 AM

the trouble is is that I still can't figure out how to use those nodes to get the socket attached to the characters hand (for example)

avatar image eXi Jan 07 '15 at 09:56 AM

I'm not near my computer atm, but your socket should have a name and since you call the function on the Mesh that has the socket, you can just put in the socket name.

Does your last sentence mean that you want to access the socket at the hand or that you want to create one? Because creating one is done through the Skeletal Mesh editor.

Maybe the documentstion helps you there:

skeletalmesh sockets docs

If you still have problems, please be more exact with what you want and i will have a look at it when i'm home (:

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