# Attach Actor to another Actor based on Socket points

**URL:** <https://forums.unrealengine.com/t/attach-actor-to-another-actor-based-on-socket-points/325151>\
**Category:** Blueprint\
**Tags:** attach-to-socket, attach-to-actor, unreal-engine, Blueprint, question\
**Created:** [July 14, 2015, 12:41am UTC](https://forums.unrealengine.com/t/attach-actor-to-another-actor-based-on-socket-points/325151 "2015-07-14T00:41:23Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![anonymous\_user\_09b1aa7a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_09b1aa7a](https://forums.unrealengine.com/u/anonymous_user_09b1aa7a)\
**Post date:** [July 14, 2015, 12:41am UTC](https://forums.unrealengine.com/t/attach-actor-to-another-actor-based-on-socket-points/325151/1 "2015-07-14T00:41:23Z")

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Hayhoo once again c(^~ ^ c ),

So what I basicly want to do is I want to attach an actor to the other actors Socket, but I dont want to use the first actor’s pivot as the location but one of its sockets.  
Kinda hard to explain, I just want to attach two actors based on one of each actors sockets.  
I hope someone can help me with this and especially I hope someone will understand this 😕

Sincerely,

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**Author:** ![anonymous\_user\_3ece948b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_3ece948b](https://forums.unrealengine.com/u/anonymous_user_3ece948b)\
**Post date:** [August 2, 2015, 3:57am UTC](https://forums.unrealengine.com/t/attach-actor-to-another-actor-based-on-socket-points/325151/2 "2015-08-02T03:57:04Z")

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Hi I’m trying to work through this same issue. Did you ever figure something out?

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**Author:** ![Ghar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ghar](https://forums.unrealengine.com/u/Ghar)\
**Post date:** [August 2, 2015, 12:34pm UTC](https://forums.unrealengine.com/t/attach-actor-to-another-actor-based-on-socket-points/325151/3 "2015-08-02T12:34:23Z")

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You can use the AttachActorToActor node to do it, and send the SocketName as input. And use Snap to Target as Attach Location Type:

![52472-attachactortoactor.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/6/a/56a98608747970e2f6e624f428bb9a5169d1d1fa.jpeg)

However I believe the socket attachment will work only if the other actor’s root component is the component with the socket (static mesh or skeletal mesh)

If it’s not the root component, then Use AttachActorToComponent and get the mesh component from the actor you want to attach to.

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**Author:** ![HeartMachine](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HeartMachine](https://forums.unrealengine.com/u/HeartMachine)\
**Post date:** [June 7, 2017, 12:54am UTC](https://forums.unrealengine.com/t/attach-actor-to-another-actor-based-on-socket-points/325151/4 "2017-06-07T00:54:29Z")

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In the editor, right click on the child actor, choose “Attach To”, then use the eyedropper, not the menu, to pick the parent actor, and a socket-chooser will be displayed (in the current implementation it only lists sockets on the root component, though).

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**Author:** ![anonymous\_user\_69e03c50](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_69e03c50](https://forums.unrealengine.com/u/anonymous_user_69e03c50)\
**Post date:** [November 4, 2017, 8:17am UTC](https://forums.unrealengine.com/t/attach-actor-to-another-actor-based-on-socket-points/325151/5 "2017-11-04T08:17:13Z")

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me too, i have same issue

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**Author:** ![Fulezi](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/fulezi/32/813318_2.png) [@Fulezi](https://forums.unrealengine.com/u/Fulezi)\
**Post date:** [October 2, 2023, 8:00am UTC](https://forums.unrealengine.com/t/attach-actor-to-another-actor-based-on-socket-points/325151/6 "2023-10-02T08:00:02Z")

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> [@Attach actor by socket to another actor by socket? Align sockets?](https://forums.unrealengine.com/t/attach-actor-by-socket-to-another-actor-by-socket-align-sockets/146329/6):
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> It’s worth noting that the ‘Attach Actor to Actor’ node might not behave as expected because this node attempts to attach to a socket on the Root Component. For attaching to a character’s skeletal mesh, you should use the ‘Attach Actor to Component‘ node instead.

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**Author:** ![c134q](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@c134q](https://forums.unrealengine.com/u/c134q)\
**Post date:** [November 10, 2023, 12:20am UTC](https://forums.unrealengine.com/t/attach-actor-to-another-actor-based-on-socket-points/325151/7 "2023-11-10T00:20:09Z")

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Thank you very much. I couldn’t figure out why it was adding the Weapon Actor not in the socket located in my character’s hand but in the middle of the screen.
