Thank for your patience. I have a basic knowledge of unreal and I am using the product viewer as base for my project. So I have a camera with wasd movement that I implemented and I can interact with my objects by clicking and holding to change its position. I managed to attached two objects using only collision and sockets, is that enough? What I do is begin overlap, check the class of the object and if it is correct, attachtocomponent. Doing this way, I need to create a blueprint for each mesh of the imported inventor object. All of these blueprints are child of a master object that have the collision and a mesh component to make it easier.
What I need to do now is when it snap to object, I dont want to be possible to move it further with the mouse. I still could not identify the responsible part in the example project code that make the object to move when I click and drag it. Another problem is the location of the snap. I can snap the object in the socket, but If I have like a cylinder in a hole, how can I make that the middle of cylinder snap to the middle of the hole? At the moment, the end of the cylinder is snapping in the middle of the hole. I created a socket in the mesh of the hole to do that. I think its snapping to the end because I am using root component? What should I use to snap in any desired location of the object?
Another thing, for some reason, if I enable physics in these blueprints, they simple disappear. Maybe they fall down and go through the floor? But the floor is block all dynamics collision…It would be interesting if I could click and drag to move the object, but If I let it go, then it would fall down to the floor.
Thanks and sorry if it is not understandable. Let me know if you need more details, I will edit if I have further problems.