Sockets for Spline Mesh

At the moment it seems like spline mesh do carry the names and locations of the sockets of their static mesh counterparts, however their transforms get lost when the spline mesh “set start and end” is set.

Sockets would be really useful for spline mesh to set locations of powerups, items, or health along a procedural racetrack. Actually, what if vertices could be tagged in the static mesh then they could be called upon later in the spline mesh?

Over 2 years later, but… This is a good idea, I guess it’s still not possible to deform mesh sockets along with Spline Mesh deformation? :slight_smile:

Just in case someone is still wondering about this, it works as of posting this reply. Static mesh sockets now get deformed along with the spline mesh, dragging of course anything attached to them. I am not sure at what point in time or engine version this was implemented.

1 Like