Sockets useless on child blueprints?

Playing around with a construction/building game, which uses sockets. I setup the static mesh of a building block to have sockets for different attachments, in different locations.

I have a base blueprint actor, which has some base functions and a base static mesh and collider. I then create child blueprints which inherit from that.

In the child class, I create colliders parented to the sockets on the static meshes. Or…I would like to, but when I try to select the socket on the child static mesh to parent the collider to, I get the tooltip message “Cannot change socket on inherited components.”
Basically, I use the sockets on the static mesh for parenting as it helps with positioning.

I’m a little confused, the colliders I create are on the child blueprint, and aren’t inherited. Ok, so maybe it means I can’t refer to the sockets on my static mesh, since that component (not the mesh, but the static mesh component) is inherited. Fine. I try adding another static mesh to the child blueprint, and select a socket on THAT. Nope.

Can this be cleared up? Maybe I should just ditch the sockets, and just use the colliders as markers, but I liked the idea of having the colliders in separate positions from the sockets. It allowed me to tweak the colliders which assist with building placement/detection, but use the sockets for exact placement when done.

Nevermind, I figured it out. I had the colliders attached to a scene component which was attached to my inherited mesh. I had to parent my colliders directly to the static mesh in my base blueprint (which would be inherited), and then it allowed me to select the sockets.