Everything works perfectly in the editor, and almost everything works in packaged builds. My character’s weapon/shield sockets don’t seem to exist (or does it?) in the packaged game however. Whenever I equip something, it just goes to the base of the capsule (ie, sword/shield between feet).
I’ve spent more than a day reading source code and trying different things and I’m really stuck. Master pose wasn’t working because it didn’t like my active physics animations (head kept falling off).
edit: if I print the location of the sockets in question, its the same result as if i print the location of a non-existant socket: just the spot between the feet (probably the 0,0 of the capsule). If I print the names of every socket, the socket does appear however. If I print its parent’s name via the GetSocketBoneName node, it displays the correct bone, and the location of that bone does move according to the character’s movement. The socket just does not move.
I ran into the exact same problem and found a proper fix; call USkeletalMesh::RebuildSocketMap() on the mesh you create from FSkeletalMeshMerge::DoMerge()
Hi, I work with BP, my C++ skills are by all means non existent, I just copied the code and followed ue4’s tutorial on how to merge skeletal meshes, but I have the same problem and not the slightest clue on how to implement this fix, could someone show a screenshot of the code, or copy/paste it here, so that us, simple BP people like me can know how to implement it? Would appreciate it very much!
I added the line
BaseMesh-> RebuildSocketMesh();
before the line “return BaseMesh” as was suggested, but it hasn’t fixed the issue. I am wondering if it has something to do with the fact my bones are not properly applying to the mesh.