What does this "is not static / cannot attach" error mean?

I just recently migrated my project over to a new SSD and have fixed most of the issues that came from that.

But I don’t know what this means:

http://img.photobucket.com/albums/v129/Decimatus/Answerhub/ErrorLog.png

2 Likes

Sorry it is pretty small but you should still be able to read it if you zoom in.

I had some AddStaticMesh nodes that did not have manual attachment check. My static meshes were static objects while the sceneroot wasn’t. When it tried to auto-attach the meshes to the scene it failed.

I don’t remember seeing these errors before I migrated to the new drive, but it doesn’t matter since I just need the meshes in the scene so I can clone instances off of them.

@ EpicSupport
I’m getting this error when having a SceneComponent within a vehicle player controller. I have camera that is a child to it and it seems to work just fine. What does this error mean exactly? I should change what I’m doing?

I fixed it by selecting the meshes that were causing the error and switching the mobility parameter from movable to static and back to movable. It seems to have switched something internally and it worked.

5 Likes

Here is an overview of mobility:

The general rule is: static meshes only attach to static mesh of equal or lower mobility.

For example, you can attach a “movable” to a “static” but not vice-versa.

same here. I hade a static mesh component with the “Movable” button grayed out in the Details panel.
I fixed this error by clicking Movable twice and compiling blueprint. Looks like a glitch in UE’s Static vs Movable switching option in the blueprint. WOrking on UE 5.1

My solution was to set the entire SharedRoot to Static, and all child meshes to static for AttachTo.
If you have a mesh inside like a door that needs to be Movable, but still needs to be AttachTo and be static, keep it set to static. In the Event Graph, on EventBeginPlay → Set Mobility to Movable.

3 Likes

Confirming this as well as solution to fix mobility issue.

2 Likes

so i basically attached object to meta human and ran into this issue, the solutions here didnt work, but my solution was to to turn scene root to movable !

THANK YOU!

1 Like

In case it helps anyone:

I’ve been battling with this attach error for some time. I narrowed it down to blueprints created using the “Child Actors” creation method. I didn’t have any issue with “New Subclass” or “Harvest Components.” I would change mobilty to static, compile the blueprint, change it back to movable, compile the blueprint… and the blueprint actor moved without issue. UNTIL I closed and restarted the editor. Then the problem came right back.

Here’s what worked for me:

  1. I set the SharedRoot and all child actors to Movable.

  2. In the Details panel for each child actor, I opened up Child Actor Template / StaticMeshActor / Static Mesh Component / Mobility and set the dropdown to Movable.

So far, so good. I can close and open the editor and everything moves as expected.

I’m new to Unreal and could be mistaken but, best I can tell, when you create a child actor blueprint from existing actors, it seems to maintain a reference to the orginal actors, which had their mobility set to static.

2 Likes