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How can I detach an Actor's RootComponent from another Socket?

I've attached one of my Blueprints programmatically to my Character's RightHandSocket using the following:

 MyItem = GetCurrentlyEquippedItem(); //Gets the thing to attach
 MyItem->AttachRootComponentTo(this->Mesh, "RightHandSocket", EAttachLocation::Type::SnapToTarget); // Attaches the item to my character's right hand.

However, I'd like to detach it from that socket later on, in the case of the player dropping the item. I haven't been able to find anything in the AActor page that resembles "detaching", so I wonder if I'm looking in the wrong spot?

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asked May 18 '14 at 12:36 AM in C++ Programming

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3 answers: sort voted first

I think what you can do is get your root component and call


This is called from the component itself... not the Actor.

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answered May 18 '14 at 12:47 AM

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The Solution


Doesn't matter what/who the parent is :)


  *  Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to. 
  *   @param bMaintainWorldTransform    If true, update the relative location/rotation of this component to keep its world position the same
 UFUNCTION(BlueprintCallable, meta=(FriendlyName = "DetachActorFromActor"), Category="Utilities|Orientation")
 void DetachRootComponentFromParent(bool bMaintainWorldPosition = true);


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answered May 18 '14 at 12:44 AM

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avatar image Acidictadpole May 18 '14 at 01:02 AM

Okay thanks. I'll try it. I thought the parent would be something other than what I attached it to.

avatar image AnxGotta May 18 '14 at 01:14 AM

The AttachTo or AttachRootComponentTo method sets the object as the parent of the object you are attaching.

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I´m facing a similar problem

attaching like this MyItem->AttachRootComponentTo(this->Mesh, "RightHandSocket", EAttachLocation::Type::SnapToTarget);

works properly

but MyItem->DetachRootComponentFromParent();

seems not being working. I would expect MyItem to get freed in the scene, but keeps moving attached to my character

any thoughts? Thanks in advance

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answered May 13 '15 at 03:44 PM

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