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Socket to Socket Functionality

I'm wondering how feasible it is to have some sort of implementation for taking a skeletal mesh, and attaching it onto another one based on sockets on both meshes. This way, I would be able to create a socket that is on the palm of the hand, and a socket that is on the handle of a weapon, and then line them up based on their basis.

In the shooter game sample, the socket seems to be offset from the hand in the skeletal mesh of the character to accomadate the size and shape of the weapon, but I'd rather define sockets on both. Is there a reason that this functionality doesn't seem to exist?

Is what I'm asking feasible, or is there a flaw in my logic that prevents this?

Product Version: UE 4.12
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asked Jan 02 '17 at 05:15 PM in C++ Programming

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