You can do this in the BeginPlay or Possessed function, using the AttachToComponent function. I’m not 100% sure, but I think the skeletal mesh isn’t loaded when the SetupAttachment is called, so the function doesn’t find the socket.
You can do this in the BeginPlay or Possessed function, using the AttachToComponent function. I’m not 100% sure, but I think the skeletal mesh isn’t loaded when the SetupAttachment is called, so the function doesn’t find the socket.