So, to answer the later questions first: Keep relative offset and keep world position both deal with where the “attached actor” snaps to–it won’t actually “snap” to the socket–it’ll just become linked to it, so they move together.
The other two deal with the scale of the attached actor. If it snaps to target, including scale, than if the target/parent is scaled to 200%, the attached actor will scale too. Otherwise, it will stay at whatever it currently is.
Experiment with those options on two actors already placed in the level, using level blueprints, and you can quickly see how they work.
As for your main problem…have you tried it with simpler socket names? I’m not sure if decimals and negative signs are valid characters or not in a “name” type variable (they might be…I don’t know).
Additionally, even if it did work, you can’t match socket to socket–it’ll attach the cube actor wherever it’s origin is…so if that’s in the center you might actually see situations where the cubes overlap halfway, even if it IS attaching to the correct socket.
OR, if your actor’s origin is actually the 0,0,0 corner already and you’re seeing problems, it might because it looks like the socket is rotated to point inward to the model–meaning it attaches cube2 and rotates it to perfectly overlap the existing cube. Try rotating all sockets outward, not inward
thank you for the explanation, you were right, the second cube was being attached to the socket, but because off the origin 0,0,0 it completely covers the first cube.
so it is inside the cube…
what i did was adujsted the socket location, and it works perfectly now… thank you