Static Mesh Sockets and GetAllSocketsName

Assign a socket on a static mesh, name it. Go to property matrix and remember the name of this socket (who is StaticMeshSocket_n). In a blueprint, spawn this Static Mesh and use GetAllSocketsName on it. The names are those that are found in the property matrix. Question, why these two differents names ? Is this a bug ? If it is not, what can I do with these generated names ?

I know it works when you use attach and you specify the socket name, but when you try to iterate over all sockets name, and switch on names to do specific stuff, I am stuck. ( I have a workaround by checking every names possibly assigned, but trust me I don’t like it… big performance issue)

This sample should work, and say yes all the time right ? Because it does not.

Thank you in advance.

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, please submit a new report for it.

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