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How to attach a mesh to a character?

hi, I look for a way to attach a mesh to my first person pawn when a enter a triggerbox, and let it go again when I walk into another triggerbox. so when I walk around the mesh is attached to myself until a enter another triggerbox. anyone have an idea?

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asked Apr 11 '14 at 02:05 PM in Blueprint Scripting

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agustabe
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5 answers: sort voted first

Howdy!

You could try using Sockets:

https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/Sockets/index.html

Have a look, this will allow you to attach the mesh to a socket on your character.

-W

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answered Apr 11 '14 at 02:52 PM

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DizzyWes ♦♦ STAFF
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Or take a look at this tutorial: http://www.youtube.com/watch?v=-xOoknUDGaE ;)

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answered Apr 11 '14 at 03:10 PM

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fighter5347
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thanks I will look into that...

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answered Apr 11 '14 at 03:01 PM

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agustabe
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Yep thanks, that's exactly what I was looking for...

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answered Apr 11 '14 at 03:45 PM

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agustabe
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one more problem... when I attach something to a socket in 3th person view I cannot walk straight anymore always diagonal unitl I detach the object from the socket. anyone have an idea why..

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answered Apr 12 '14 at 09:08 PM

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agustabe
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avatar image DizzyWes ♦♦ STAFF Apr 12 '14 at 09:10 PM

Check your collision settings on the object that you attached to the socket. If it's set to block all, it might be causing an issue if the object is inside your character capsule.

-W

avatar image agustabe Apr 12 '14 at 09:24 PM

YES... that was causing the problem Thanks Wes.

avatar image agustabe Apr 12 '14 at 09:37 PM

Now my mesh go inside the wall, there is collision on it, if I drop it it falls on the floor, so it doesn' t go through the floor. but it goes thru walls and other meshes. any idea? alt text

grab.png (236.2 kB)
avatar image DizzyWes ♦♦ STAFF Apr 14 '14 at 01:05 PM

What does the Collision look like on your mesh (not the Pillar)?

avatar image agustabe Apr 14 '14 at 01:18 PM

I fixed it by setting the collision of my object to block all and set it so that it cannot overlap my pawn when attached. that works.. anyway thanks for helping out.

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