attach actor to socket offsets pos/rot/scl ??

hi,

im trying to attach one blueprint to another using a skeletal mesh socket. it seems to work with a weird problem: the attachment is offset and i don’t understand why.

in the skeleton editor the socket looks like this.

after attachment in pie the gun is offset like this.
Screenshot 2024-09-20 100332

im still learning these things so these are the nodes im using. at first i thought maybe it was the collision box but disabling that doesn’t seem to make a difference.

infact the collision box seems to remain in the location the blueprint was spawned.

am i going about this in completely the wrong way?

Could you show the component hierarchy of the pistol itself?

1 Like

That looks more than fine. What are the results after removing this part:

it’s still offset.

i reordered the pistol so that it’s definitely at 0, 0, 0 in the blueprint. i thought maybe that was causing problems but it doesn’t change anything.

Just for the sake of completeness. Could you drag the mesh onto the root.

still offset.

And the very final piece of the puzzle, could we see the location of the socket without the mesh preview. If that looks fine, then I’m out of ideas and would lean towards some buggy behaviour.


Re-parenting components in the actor hierarchy can lead to weird and undesired behaviours. Sometimes reloading the actor in the content browser helps:

image

Sometimes it does not.

not 100% sure what you mean by ‘location of the socket without the mesh preview’.

do you mean like this?


I meant the location of the very socket:

It would be somewhere here, I reckon. The thing is that with no offset in the actor (the mesh is now the root after all), and it aligning neatly in the preview I’m not sure why there’s an offset :expressionless:


there’s definitely something strange going on. i noticed that if i just add the pistol to the blueprint manually and use the socket it’s offset. so it’s no a problem with the blueprint attachment node.

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okay i think i’ve got it.

it’s bcos the static mesh is different from the skeletal mesh.

static

skeletal( different base position )

yeah. if i use a static mesh it’s placed correctly.

guess i need to figure out how to fix the offset on the skeletal mesh asset.

Screenshot 2024-09-20 115602

thank you for drilling down the issue with me. :v: