Attaching socket from one actor to socket on another

as the subject says.

Basically im doing an animation on the instigator character and one on the receiving character. I want to be able to attach a spacific part of their meshes together during the animation and have the body auto rotate/snap closer depending on the attach. For instance.

If you walk up to a character and press “h” lets say I play a shaking hand animation and the other character is forced to play a similar one as well. Both hands come out., but depending on the angle and the collision etc. they dont match hands… I’d like to snap hand from mesh a to hand on mesh B. but I don’t see a way to specifically lock specific bones on each actor together. I see a In Socket Name on an AttacActor node. But that would only allow me to specify one of the meshes hands not both. IF I try that i can only use “mesh” which is the whole body and it attaches the feet of one of the meshes.

I cannot think of a way to do this through blueprints unless its only a few animations, even then it would be pre-animated and just called upon in an animBP, i’m thinking your trying to get fully dynamic socket-to-socket snapping while animations play and I cannot think of a way to do it. Basically you’d be designing a variety of rig controllers which is really tough even with complicated c++ AFAIK

Maybe someone knows a trick although if stuff like that were possible we wouldnt need to create any/as many animations for our games. The closest thing I can think of is quicktime events but even then thats pre-setup in Maya.

Hope this helps
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yeah… ive moved on to trying to do more of a snap the rotation into a position that works best while making hte camera free roaming and locking movement and then revert it all back when the animation finishes. Having difficulties making the players rotation face exactly where I want though at the moment.