# 4.16 Attach and Detach Static Mesh from Socket

**URL:** <https://forums.unrealengine.com/t/4-16-attach-and-detach-static-mesh-from-socket/402007>\
**Category:** Asset Creation\
**Tags:** socket, attach, detach, unreal-engine, Blueprint, question\
**Created:** [August 15, 2017, 9:13pm UTC](https://forums.unrealengine.com/t/4-16-attach-and-detach-static-mesh-from-socket/402007 "2017-08-15T21:13:05Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![KJHille](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KJHille](https://forums.unrealengine.com/u/KJHille)\
**Post date:** [August 15, 2017, 9:13pm UTC](https://forums.unrealengine.com/t/4-16-attach-and-detach-static-mesh-from-socket/402007/1 "2017-08-15T21:13:05Z")

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I’ve watched a few tutorials and posts about how to get an item, in my case a lantern, attached to my player by using sockets. But what I don’t understand is how to remove that static mesh from my character. Here is what I have

 ![193655-capture.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/5/0/5503a56174279aa497a29f0db34b54883981ee7c.png)

So, the question; How do I remove this lantern, this static mesh from the character? Any help would be amazing!

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**Author:** ![KJHille](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KJHille](https://forums.unrealengine.com/u/KJHille)\
**Post date:** [August 15, 2017, 9:14pm UTC](https://forums.unrealengine.com/t/4-16-attach-and-detach-static-mesh-from-socket/402007/2 "2017-08-15T21:14:05Z")

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Additional note, I looked before posting, but I guess because of version changes, I can’t find the tools that other people have used. Please, prove me wrong, I won’t mind the answer 🙂

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**Author:** ![anonymous\_user\_3221808d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_3221808d](https://forums.unrealengine.com/u/anonymous_user_3221808d)\
**Post date:** [August 16, 2017, 2:55am UTC](https://forums.unrealengine.com/t/4-16-attach-and-detach-static-mesh-from-socket/402007/3 "2017-08-16T02:55:02Z")

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It looks like you just need to plug the lantern as your target in the DetachFromActor instead of the lantern’s owner.

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**Author:** ![KJHille](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KJHille](https://forums.unrealengine.com/u/KJHille)\
**Post date:** [August 16, 2017, 7:09pm UTC](https://forums.unrealengine.com/t/4-16-attach-and-detach-static-mesh-from-socket/402007/4 "2017-08-16T19:09:58Z")

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That’s what I’ve seen but it doesn’t actually allow me to connect the lantern to the target spot. That’s where my problem is.

The only way that I’ve been able to get it connected is with that “Get Owner”

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**Author:** ![anonymous\_user\_3221808d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_3221808d](https://forums.unrealengine.com/u/anonymous_user_3221808d)\
**Post date:** [August 18, 2017, 7:17pm UTC](https://forums.unrealengine.com/t/4-16-attach-and-detach-static-mesh-from-socket/402007/5 "2017-08-18T19:17:32Z")

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I’m confused, in the original post you said your problem was just disconnecting the attachment. In this reply you say you cannot attach it except with Get Owner but your original post does not use Get Owner to perform the attachment.

From your images it seems you are only passing the owner into the detach, which should not be needed and according to your post does not work anyway.

Two steps here, be sure H is being pressed, add a PrintString after it but before the detach and see if it fired. Next, make sure you lantern variable is properly defined, make another PrintString and print out the DisplayName of the lantern variable.

I don’t know how you spawn your lanterns but the owner could be null, another actor, or maybe even the World if it was placed at Design Time.
