# Hovering Attached Actors

**URL:** <https://forums.unrealengine.com/t/hovering-attached-actors/2680553>\
**Category:** Blueprint\
**Tags:** attach-to-actor, unreal-engine, Blueprint, question\
**Created:** [November 30, 2025, 7:13pm UTC](https://forums.unrealengine.com/t/hovering-attached-actors/2680553 "2025-11-30T19:13:19Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![mattv](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mattv](https://forums.unrealengine.com/u/mattv)\
**Post date:** [November 30, 2025, 7:13pm UTC](https://forums.unrealengine.com/t/hovering-attached-actors/2680553/1 "2025-11-30T19:13:19Z")

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Okay I’m at a complete loss as I feel like i’ve tried everything to resolve this so i’m asking people a lot smarter than I

I have attached a weapon to my FP character into a custom socket and when looking at through the editor camera, the attached weapon is where i placed it (not lined up properly yet until I can sort the following issue out) but when i look through the character’s FP Camera it looks like it’s floating in front of the hand.

Through Character Cam

 ![Screenshot 2025-11-30 190538](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/8/e/68ea485622a5a359b0a2a37d737fb6ca5cb96433.jpeg)

Through Editor Cam

 ![Screenshot 2025-11-30 190526](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/8/1/c819ed3e855322a7fcd0019e2be883dd5216f495.jpeg)

 ![Screenshot 2025-11-30 190513](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/a/5/ca54a1e2e134eb4634d12174d0ee0a6a7455f2c4.png)

I’ve used the default FPS anim blueprint just in case it was my own made ABP but its happening no matter which animation i use. I’ve changed the FOV from 70 all the way up to 110 to see if that makes a difference, i’ve moved the socket, i’ve adjusted the root of the skeletal mesh thats within the weapon actor blueprint itself.

I’m honestly at a loss!

The attachment logic in case it’s needed

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/4/3/3439236e9e4fa3fb3a003dd1cc8dc50240fe357f.png)

Thanks for help in advance!

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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:** [December 1, 2025, 9:28am UTC](https://forums.unrealengine.com/t/hovering-attached-actors/2680553/2 "2025-12-01T09:28:05Z")

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In the first person character, details of the hands, make sure this is turned off

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/8/a/48ae0a6c5f3de12ef379d6e2c722e1aeb2333a37.png)

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**Author:** ![mattv](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mattv](https://forums.unrealengine.com/u/mattv)\
**Post date:** [December 1, 2025, 12:47pm UTC](https://forums.unrealengine.com/t/hovering-attached-actors/2680553/3 "2025-12-01T12:47:42Z")

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It looks like the render customDepth pass was already set as false, however i managed to spot the error being that First Person Sale had been set to 0.6m as soon as i set it back to 1 it worked perfect!

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/7/5/975577ddfcd8745cd21a36e8c4add1efb4b09780.png)
