Adjust Socket Transform Dynamically

I’m working on a first person shooter, and am working on switching out weapons. I’m a relative noob when it comes to best practices as far as animation is concerned, however.

My character mesh has a socket (GripPoint) that my weapon child class is bound to. Without thinking, I just animated my second weapon (rifle) with a different transform for the main hand, then when I imported it and everything, the socket still has the transform for the first weapon (shotgun), and now the second weapon looks all funky.

My main question is whether I can actually change the socket’s relative rotation and location dynamically (I can store as variables on the weapon. I already have an event that fires “on equip”), or is it just better to go back into my animation software and reorient everything so that the main hand is back to the original orientation from the first weapon?

I solved this by just adjusting the relative transform of the mesh on equip. No need to adjust the socket. Used a different blueprint to find the correct rotation and location and copied them over to the variables in the child weapon BP.

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