Dynamic Mesh Spawning via Sockets: Separated Blender meshes rendering at parent's pivot instead of Socket location

Hi everyone,

I am developing a web-based application in UE 5.5 for operators to analyze vehicle conditions. The system renders vehicle components dynamically using a Blueprint that reads data from a Data Table.

For context, the static meshes for these items are separated parts (cutouts) extracted from a main vehicle mesh originally modeled in Blender. To position these components in Unreal, I added Sockets to the main vehicle Static Mesh, using the exact same IDs found in the Data Table to ensure they match at runtime.

The Problem: Some items are rendering out of position (see first screenshot). Specifically, these meshes are appearing at the vehicle’s pivot point (center) instead of their designated socket locations. For example, the wheels are spawning at the center of the car rather than on the axles (see second screenshot).

Here is my current setup and what I’ve checked so far:

  • Node Setup: I am using the Spawn node (or Add Static Mesh Component) followed by Attach Component to Component.

  • Blender to UE Export/Import: I imported the .fbx assets using both the current UE import plugin and the Legacy plugin to see if it was a translation issue, but it made no difference.

  • Garbage Collection: I investigated whether the Garbage Collector was somehow consuming or clearing the socket data during runtime, but that doesn’t seem to be the cause.

  • Socket Name Verification: I’ve confirmed that the string/name pulled from the Data Table matches the Socket name on the skeletal/static mesh exactly.

  • Location Rule: I am setting the ‘Location Rule’ in the attachment node to ‘Snap to Target, Keep World Scale’.

  • Pivot Points: I checked the individual cutout meshes, and their pivot points are centered correctly relative to their own geometry.

Even though the logic seems correct, the attachment appears to be failing to recognize the socket transform for specific items, defaulting them to (0,0,0) relative to the parent mesh.

Could this be an initialization order issue when pulling from a Data Table? Could it be related to how the separated parts retain their transforms when exported from Blender to FBX? Or is there a specific trick to attaching dynamically generated components to sockets that I’m missing?

Any help or guidance would be greatly appreciated!