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create actor at each skeleton sockets (attaching lights to imported mesh array)

Hi,
I’m trying to get my head around how to properly attach mesh to pre-positionned component of an imported actor (with animation)

Basically i create skeleton in the DCC to dictate later where to place instanced actors in unreal + the more important import and apply animation on them.

I guess a start would be looping through the imported actor skeletons but i can’t find and example to start from, do someone has in mind a good example ?

Thanks

Hello,
You use a right node “attach to” https://docs.unrealengine.com/latest/INT/BlueprintAPI/Utilities/Transformation/AttachActortoActor/index.html https://docs.unrealengine.com/latest/INT/BlueprintAPI/Utilities/Transformation/AttachActortoComponent/index.html https://docs.unrealengine.com/latest/INT/BlueprintAPI/Utilities/Transformation/AttachTo/index.html and you set the attach type and fill socket with the name of the socket where you want to attach.
If this is not the same skeleton, you need to set master pose component for your anims https://forums.unrealengine.com/showthread.php?33954-Master-Pose-Component&p=160672&viewfull=1#post160672
Edit : this is how you do to add a rotating hat to a character head for example but if it not fits your goal, please be more specific.