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Unique socket locations per skeletal mesh using a single skeleton


Is it possible for a socket to have different relative locations on different skeletal meshes, that use a single skeleton asset?

It seems that socket location is defined by the skeleton, so that when I try to move a socket, its location changes for all meshes using the same skeleton. That is unfortunate: I have multiple skeletal meshes (battle robots) that use the same skeleton and animations, and I would like to have unique sockets for every mesh (e.g. to define turret barrel location to spawn particles when firing). Is there perhaps a better way to achieve that?

Product Version: UE 4.14
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asked Feb 02 '17 at 03:19 PM in Using UE4

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avatar image TBWright Jul 05 '18 at 07:34 PM

Did you ever find an answer to this? It seems as if that's just not the way it works. We developed a workaround where we have multiple sockets and then change which one is used based on the current character, but it's a very clunky way to do it.

avatar image Theblacktiger Oct 16 '18 at 05:18 AM

No new update on the matter ?! Having socket location set per skeletal mesh would make sense no ?!

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Found something : In the skeletal mesh windows, in the Skeleton tree panel (might need to open it via the Window menu in the top bar), you can right click a socket that was created in the Skeleton asset and transform it into "Mesh socket", and set its transform FOR that skeletal mesh.

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answered Oct 16 '18 at 05:27 AM

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