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How to retrieve actor(s) attached to a socket?

Is it possible to retrieve all actors attached to a specific socket? It seems that the only thing exposed is the transform's socket.

And on the other way, is it possible to know if an actor is attached to a socket and know the socket name? Currently I use GetAttachedParent to see if an actor is attached to a socket but there is no information on the socket itself.

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asked Mar 19 '15 at 09:42 AM in Blueprint Scripting

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Yes, you can.

  //Loop through all the sockets of the mesh
      for (auto SceneComp : GetMesh()->AttachChildren)
          GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, SceneComp->AttachSocketName.ToString());
  //We want to get all children of a specific socket name
          if (SceneComp->AttachSocketName == this->HolsterGrenadeWeaponSocketName)
  //Now we found the socket that we want, so lets loop though all the children of this socket and print out each child's name
              for (auto x : GetMesh()->AttachChildren)
                  // we found an actor!
                  GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Blue, x->GetFullName());
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answered Jan 04 '16 at 01:17 PM

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