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Attach Actor to another Actor based on Socket points

Hayhoo once again c(^~ ^ c ),

So what I basicly want to do is I want to attach an actor to the other actors Socket, but I dont want to use the first actor's pivot as the location but one of its sockets. Kinda hard to explain, I just want to attach two actors based on one of each actors sockets. I hope someone can help me with this and especially I hope someone will understand this :/

Sincerely, Knikki

Product Version: UE 4.8
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asked Jul 14 '15 at 12:41 AM in Blueprint Scripting

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KniknokOne
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avatar image iontom Aug 02 '15 at 03:57 AM

Hi I'm trying to work through this same issue. Did you ever figure something out?

avatar image gawoon Nov 04 '17 at 08:17 AM

me too, i have same issue

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2 answers: sort voted first

You can use the AttachActorToActor node to do it, and send the SocketName as input. And use Snap to Target as Attach Location Type: alt text However I believe the socket attachment will work only if the other actor's root component is the component with the socket (static mesh or skeletal mesh)

If it's not the root component, then Use AttachActorToComponent and get the mesh component from the actor you want to attach to.

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answered Aug 02 '15 at 12:34 PM

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Ghar
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In the editor, right click on the child actor, choose "Attach To", then use the eyedropper, not the menu, to pick the parent actor, and a socket-chooser will be displayed (in the current implementation it only lists sockets on the root component, though).

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answered Jun 07 '17 at 12:54 AM

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HeartMachine
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