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Problem with static mesh to socket attachment in C++

Hey guys.

I faced a problem with attachment of my static weapon mesh to socket on the character's arms skeleton. It looks fine when I add mesh for preview: alt text

But then I attach my mesh within BeginPlay function by code:

 if (EquippedWeapon)
     FAttachmentTransformRules rules(EAttachmentRule::SnapToTarget, true);
     EquippedWeapon->WeaponMesh->AttachToComponent(FirstPersonMesh, rules, TEXT("b_WeaponRightSocket"));

And get something like this: alt text

Weapon mesh still depends from arms bones position though, so if I change arms pose, mesh will change the position. But this dependence is totally wrong.

I'm sure I doing something wrong since I'm newbie in UE4 but I wonder if someone can direct me to the right way with this issue.


Product Version: UE 4.12
preview.png (487.1 kB)
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asked Aug 31 '16 at 08:14 AM in C++ Programming

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Well, my mistake was just in socket naming. It seems that "b_" prefix hardly used for bones only. So I've renamed my socket to "WeaponSocket" and it works fine now.

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answered Aug 31 '16 at 09:16 PM

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