Same skeleton does not allow more than 1 collision attached

I have a skeleton which is shared by two different Skeletal Meshes, one is the Main character which has a socket attached to the arm, which I use to attach a sword. The other is an enemy where I am using another socket in the same bone, however in this one I am trying to attach a simple box collision. When I attempt this, it displays fine in viewport inside the Blueprint and even before play, however when I play, the collision appears at the root of the Enemy Blueprint. Am I doing something wrong or could this potentially be a bug?

Hi ,

Could you post screenshots of exactly how you are attaching the Collision Box or a small test project?

I hope this is what you need.Imgur: The magic of the Internet I am spawning the collisions inside my Enemy BP as they were being displayed as extra targets in my LockEnemy Mechanic, then I have a socket which is used by the main character to have a sword there (both Enemy and Main character share the skeleton and animations, just different mesh) which then in the construction script I attach it to the socket. When playing, the socket appears in the same place as it was in the BP and is not following the enemys hand.Imgur: The magic of the Internet

If you need the project, ill hand it to you, it is 2.5gb though.

If you could upload the project, that would be best. Instead of sending the 2.5gb project, try creating a new project and just merging over the assets in question (just make sure the issue is still reproducible there).

If it’s to large to upload directly to here, upload it to either Google Drive or Dropbox and then post a link here to download it.

I have sent you a PM in the Unreal Engine forums with the .

Hmm, I’m not seeing any new PM’s. Could you try sending it again?

Strange, I sent it again. Now it shows in the sent items, don’t know why it not worked the first time… Is it there now?

Yep, I got it this time. Thanks for sending it again. I’ll look into this as soon as I can.

So the ‘Collision Armour’ being spawned and set on Begin Play in the Event Graph can’t be used properly by the Construction Script, because the Const Script has already fired at begin play. That is one issue.

The other is the Target and In Parent nodes in the Armour need to be reversed.

84448-skelcoll01.png

I would also make the ‘Collision_Armour’ a component in the ‘Armour’ bp and then use it directly.

You could also bypass this completely by setting the ‘Parent Socket’ directly in the ‘Collision_Armour’ component.

Let me know if that fixes the issue for you. It did for me inside of your test project.

Oh I see, big rookie mistake there :P. Many thanks for the help! Didn’t know about the spawn and construction script issue, will take that into consideration in the future.