How do i attach sword to hand and sheath to hip using actor bp

Basically the problem im having is i attach the sheath in begin play which works fine but when i attach weapon to hand the sheath comes with it, im using a actor bp with scene comp as root and skel mesh for weapon and sheath not attached surely there is a way to attach separately without making another actor bp

Are you attaching both to the same socket or bone?

Could you post your hierarchy and your BP?
It should be fairly quick to spot the issue then.

sorry for late reply been working on other stuff but this is pretty much it

A few questions about your design here.

BPMasterWeapon, this is the actor blueprint that is the weapon.
So you seem to want to separate the two objects in that blueprint?
You have the sheath and the sword in the same blueprint, attached to the same scene root.

You don’t want that, you need two separate objects.Or management between them will have to be done using local space, to me that seems like a painful approach.

As separate objects you are able to attach one to the other and detach and move attachment to your character mesh as you see fit without penalty.

Also, I would convert these to static mesh unless they have some bone I would use.
I would inquire about your box, is this for collision? do you intend to make it collidable? or perhaps you intend to use that box for a box ray.

What I do is simply place some socket’s on the mesh which I use in world space during animations to generate ray’s to test for collision.

Edit:
Another option I suppose if you insisted on a single blueprint for both objects, would be to detach one of the mesh components, still this seems a bit too much extra work.

Also, if you want to add some property/functionality/etc to the sword, you’d have to change it for every actor using that sword model, rather than just changing the sword’s actor.

I have a entire Equipment / Inventory system . Currently my Rapier doesn’t have a sheath when I equip it. Can you help me fix that?