Child Actor Component breaks parent Actor 's movement

Thanks for a response. So currently I have the child actors attached to a component that is attached to the main mesh in the components. These parts are also given sockets. I am using a set of modular mech constructor pieces from the marketplace. It is set up so that the chassis, or legs, or whatever, is the main mesh of the character component. It has a socket to attach a torso item, and then the torso item has sockets for left, right, and middle, to attach weapons, or a cockpit, or whatever else. So currently I have a the guns of the mech attached to body component, in terms of components, and then using the left and right arm sockets, provided by that peice.

So the weapons are not attached directly to the player character mesh. Could that be part of the problem? Currently I’ve just set the weapon child actors to have no collision, to get things working, but would prefer they do, so I can have more accurate hit detection than a sphere or capsule. I was thinking I may have to make a map of weapon sizes, and adjust a hitbox component dynamically to wrap around the no-collision having weapon-arms.

I am going to play with the component attachment order. Maybe I can attach them directly to the mesh, but still use the attached body pieces socket? I had not thought of that.

Thanks again, and I will report back with my findings!