Attach actor to skeletal mesh without socket?

Answer to myself (just in case somebody else would do this): It is possible to use a bone name as socket. So it is pretty easy …finally. All I have to do is to “AttachActorToComponent”. I get what I need already from my BreakHitResult of the OnComponentHitEvent. “InParent” of my “AttachActorToComponent” is the “HitComponent” (which could be a skeletal mesh) and “InSocketName” is the “HitBoneName” (which is actually no socket but works). I use KeepWorldPosition as the AttachLocationType and the Target is some actor (e.g. smoke, snowball, …).

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