# Help binding object to socket on collision

**URL:** <https://forums.unrealengine.com/t/help-binding-object-to-socket-on-collision/485687>\
**Category:** World Creation\
**Tags:** sockets, attach-to-actor, unreal-engine, Physics, Collision, question\
**Created:** [July 2, 2021, 6:44pm UTC](https://forums.unrealengine.com/t/help-binding-object-to-socket-on-collision/485687 "2021-07-02T18:44:11Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![GraxChaddington](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/graxchaddington/32/88717_2.png) [@GraxChaddington](https://forums.unrealengine.com/u/GraxChaddington)\
**Post date:** [July 2, 2021, 6:44pm UTC](https://forums.unrealengine.com/t/help-binding-object-to-socket-on-collision/485687/1 "2021-07-02T18:44:11Z")

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Hi all!

I’ve been trying to create this blueprint where a random hat drops on to my player character and sticks on his head until it is destroyed a little while after. Everything seems to be working except no matter what I try, the hat will not bind to his head. I have gotten some of them to kind of stop in the spot, but they usually bounce/slide off, and even if it does stay on his head, it doesn’t attach to a socket, it just awkwardly floats in the middle of his head before getting knocked away by any movement.

Here are the bps:

 ![343053-cap1.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/c/f/dcf1a6400378268b429e4e3ef05e25a645eb358a.png)

 ![343054-cap2.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/0/5/10555bee366d39b75ae735c3b2fe0d6120d8b1e7.png)

Physics is turned on for all the hats and I do have the socket created in the player character skeleton. Maybe I change them to pawns and create an AI to send them to the spot before they attach?

Thank you for any and all help 🙂

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [July 2, 2021, 7:11pm UTC](https://forums.unrealengine.com/t/help-binding-object-to-socket-on-collision/485687/2 "2021-07-02T19:11:36Z")

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Is the socket spelling correct, including case?

This may also help:

On collide, turn off physics, then attach.

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<div class="post-metadata">

**Author:** ![GraxChaddington](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/graxchaddington/32/88717_2.png) [@GraxChaddington](https://forums.unrealengine.com/u/GraxChaddington)\
**Post date:** [July 2, 2021, 10:50pm UTC](https://forums.unrealengine.com/t/help-binding-object-to-socket-on-collision/485687/3 "2021-07-02T22:50:34Z")

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Hi there! Socket looks like is spelled correct, including case. I gave Set Simulate Physics (off) a go and it wouldn’t let me plug my Return Value from the Spawn Actor into that. I guess the problem it would have is that it would be setting the physics for the Actor rather than the Spawned Actors themselves? I tried going into the blueprints of the hats themselves and setting the physics to off on overlap as well and still no luck 😕

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [July 3, 2021, 9:19am UTC](https://forums.unrealengine.com/t/help-binding-object-to-socket-on-collision/485687/4 "2021-07-03T09:19:29Z")

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The attach node doesn’t care if the actors are simulating physics, are you sure you got that right?..
