AttachToComponent / Socket parenting broken
AttachToComponent doesn't work as it should any more, if binding to a socket and preserving world offset, the world offset should be preserved.
Instead, now it flips away somewhere seemingly at random, and breaks any previously attached/parented setups, causing a lot of problems.
It can be reproduced in a fresh FPS template and try to position something somewhere on the FP player mesh (or any animated skeletal mesh), parent it to a socket and use preserve world offset, and the parented mesh rotation and position will not be where it should be.
asked Mar 20 '18 at 10:22 PM in Bug Reports
Follow this question
Once you sign in you will be able to subscribe for any updates here