Sockets reseted to 0

Hi, I’m trying to attach an actor component to a socket on a pawn. It works and it snaps to the socket (there are several so it chooses one randomly). The only problem is that all sockets transform return to 0.

Sockets:

I’ve put print strings to display transform of 2 sockets. No matter the coordonate type, these sockets have the same coordonates (0,0,0 if I choose local coords).


The result, it attaches to the socket, which is located locally at 0,0,0

It was working with the third person character, but not with the fish pawn. The skeleton is not retargeted to anything, bones aren’t manipulated in the animBP (this one is pretty simple, an idle/swim blendspace mixed with a montage for the head slot (attack and gill breathe animation)), the skeletal mesh doesn’t simulate physics and has exactly the same collision settings than the third person character, so I really don’t understand…

If someone has an idea on what is going on, I’d appreciate some help :slight_smile:
Thanks

I’ve finally figured out that I had an old version of the skeleton in the content browser and I added sockets to this skeleton. I’ve added sockets to the right skeleton and it works