Attaching an Actor by Something Other Than the Root

Hi,
Is it possible to attach an actor to another actor by something other than the actor’s root?

I am trying to attach a specific actor by a specific bone to a socket, but I can’t seem to find a way to stick the appropriate bone to the appropriate socket. The only function I can find is AttachRootComponentTo, which always uses the root component instead of separate bone.

Is there a way to attach something a separate way or be able to offset it’s attachment?

The attachment system is not very well documented :frowning:

did you happen to find solution on this? I need this kind of functionality too, basically attaching not the highest hierarchy of my skeletal mesh (the second bone or lower than the root) to another socket

What is your end goal? Can you give an example of the context?

I have a skeletal bow that is laid out like this

Reference (highest hierarchy on the skeleton)

  • CorrectRoot
  • Other Bones
    – More Bones

The reference is there from the Motion Builder, so that the bow animation and the player animation has the same position.

So this skeletal bow that I’m going to attached, I think get’s attached to the Reference, where I really want is to attach to the CorrectRoot of the skeletal bow, is there any way I could achieve this?

If there is no animation occurring between the reference and root bone, you should be able to simply offset the socket so that it lines up with the root bone.

You can preview what the bow mesh looks like attached to your character in Persona to see where the socket would need to be in order to achieve this.

If they are already lined up to begin with, then as far as I know it shouldn’t make a difference which bone is attached to the socket.

I’m trying to have a character carry another character. I would like to be able to carry the character by different bones depending on the situation and still have the animations line up.