Dynamically create a socket to a skeletal mesh?

I am trying to apply a system via blueprints, where a projectile hit will generate damage to the area of the skeletal mesh it hits.

So, the way I am thinking about it atm is, that when the projectile collides with the skeletal mesh, it will spawn a damage implying actor to the spot
where the collision happened. This is very simple task.

The trickier part is to make the spawned actor get attached to the correct part of the skeletal mesh,
so that it will stay in the right location while the skeletal is moving. Sockets are good at doing this and I have been able to make the effect
I want to a ready set sockets. But instead of using premade sockets, I would like to dynamically create the sockets, as otherwise I will have to make 50 sockets
to my skeletal mesh and still not have precise accuracy. And of course, to make the dynamically made sockets like this, the system would also need to check
which skeletal bone is closest to the socket spawn location and set it as the parent.

Or… is there a smarter way of doing it? Only using blueprints. I think the best results would be achieved if I somehow could be able to add an additive texture (decal?)
on the hit location and adjust the normals of the skeletal mesh at the hit-location via morphing, but I think that will go beyond blueprinting capabilities and I would simply be fine with
having the damage-actor be attached to the spot where it was hit.

Thanks for any ideas. :slight_smile:

Yeah, adding decal to the damage actor I had spawned on the model did the texture work as I wanted. The mesh was going to be the trickier part anyway.

Well, this might not be the best way to go but it seems working okay to me (at least for now). I set up various collision spheres attached to my character. When a custom trace hits those collisions, it will set a variable that determines which bone shall be used as the Attach nodes parent socket when I spawn a damage-mesh/effects to that spot. Its pretty accurate even for facials and deform areas.
At least for a small humorous game this is. Probably would use different approach for a realistic big budget game.

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