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.
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.
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:
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
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.