# 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:** 1\
**Showing post:** 6

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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):
>
> 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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