How to set the parent socket?

Hey, i wrote this line to make the camera a child of a mesh and to set the camera’s parent socket to “head”, but in the editor “head” doesn’t seem to appear. And it also does not work when i run the game.

In my experience, setting up attachment like this in the constructor never worked, even though everyone says it should. But it works on BeginPlay(), however.

You can try to set attachment under OnConstruction(), maybe it will return the socket name in the editor, although I’ve never tried it so it’s just speculation.

Hey, should i put OnConstruction() in the header file under public or protected?
I don’t know the difference

Since it a function you need to override, you can look how it’s declared in the parent class. In AActor it’s a public function, so

.h:

public: 
virtual void OnConstruction(const FTransform& Transform) override;

.cpp:

void AMyClass::OnConstruction(const FTransform& Transform) 
{
	Super::OnConstruction(Transform);
// your code here
}

It still does not show up in the editor, so it must be a unreal engine bug or something.
Thank you anyway. You are a good guy

Say what now? You already attached the camera to the socket called “head”. You can see it working in viewport.
If you want to define the socket in blueprint then simply create your camera in blueprint and drag it over mesh and then select parent socket.

I’ve manually placed the camera there… The code does not work

Adding to this thread as I encountered the same issue with attaching my Camera to the head socket of my Mesh in the constructor. I believe this is a runtime issue. I managed to solve it by moving most of the logic to PostInitializeComponents. Here’s an example of my code:

character.cpp:

AVampireHunterCharacter::AVampireHunterCharacter()
{
...
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(GetMesh());
}

This code segment works correctly, and I can see in the editor that the camera is properly attached to my mesh component. However, when I specify the socket name, I encounter the same issue mentioned earlier in the thread, where the camera points at the character’s feet. To debug, I attempted to validate the socket’s existence by printing out all sockets for the mesh. I added the following code inside my constructor:

if (GetMesh())
	{
		TArray<FName> SocketNames = GetMesh()->GetAllSocketNames();
		UE_LOG(LogTemplateCharacter, Warning, TEXT("Mesh exists obtaining all sockets:"));
		for (const FName &SocketName : SocketNames)
		{

			UE_LOG(LogTemplateCharacter, Warning, TEXT("Socket: %s"), *SocketName.ToString());
		}
		if (SocketNames.Num() == 0)
		{
			UE_LOG(LogTemplateCharacter, Warning, TEXT("No sockets"));
		}
	}
	else
	{
		UE_LOG(LogTemplateCharacter, Warning, TEXT("No Mesh"));
	}

Result:

LogTemplateCharacter: Warning: Mesh exists obtaining all sockets:
LogTemplateCharacter: Warning: No sockets
LogTemplateCharacter: Warning: Mesh exists obtaining all sockets:
LogTemplateCharacter: Warning: No sockets
LogTemplateCharacter: Warning: Mesh exists obtaining all sockets:
LogTemplateCharacter: Warning: No sockets

This explains why we experience this unexpected behavior. While the mesh exists when attaching the camera to it in the constructor, the sockets are not yet initialized. I discovered the PostInitializeComponents method, which allows us to execute logic after the components have been fully initialized.

I updated my Character.h and Character.cpp files to log the results in the PostInitializeComponents function.

.h:

...
public:
	void PostInitializeComponents() override;

.cpp:

void AVampireHunterCharacter::PostInitializeComponents()
{
	Super::PostInitializeComponents();

	if (GetMesh())
	{
		TArray<FName> SocketNames = GetMesh()->GetAllSocketNames();
		UE_LOG(LogTemplateCharacter, Warning, TEXT("Mesh exists obtaining all sockets:"));
		for (const FName &SocketName : SocketNames)
		{

			UE_LOG(LogTemplateCharacter, Warning, TEXT("Socket: %s"), *SocketName.ToString());
		}
		if (SocketNames.Num() == 0)
		{
			UE_LOG(LogTemplateCharacter, Warning, TEXT("No sockets"));
		}
	}
	else
	{
		UE_LOG(LogTemplateCharacter, Warning, TEXT("No Mesh"));
	}
}

Result:

LogTemplateCharacter: Warning: Mesh exists obtaining all sockets:
LogTemplateCharacter: Warning: Socket: weapon_r_muzzle
LogTemplateCharacter: Warning: Socket: foot_r_Socket
LogTemplateCharacter: Warning: Socket: foot_l_Socket
LogTemplateCharacter: Warning: Socket: headSocket
LogTemplateCharacter: Warning: Socket: root
LogTemplateCharacter: Warning: Socket: pelvis
LogTemplateCharacter: Warning: Socket: spine_01
LogTemplateCharacter: Warning: Socket: spine_02
LogTemplateCharacter: Warning: Socket: spine_03
LogTemplateCharacter: Warning: Socket: spine_04
LogTemplateCharacter: Warning: Socket: spine_05
LogTemplateCharacter: Warning: Socket: neck_01
LogTemplateCharacter: Warning: Socket: neck_02
LogTemplateCharacter: Warning: Socket: head
LogTemplateCharacter: Warning: Socket: clavicle_l
LogTemplateCharacter: Warning: Socket: upperarm_l
LogTemplateCharacter: Warning: Socket: lowerarm_l
LogTemplateCharacter: Warning: Socket: lowerarm_twist_02_l
LogTemplateCharacter: Warning: Socket: lowerarm_twist_01_l
LogTemplateCharacter: Warning: Socket: hand_l
...

Seems we now have access to all the sockets to the mesh. Update function to now hold code:

void AVampireHunterCharacter::PostInitializeComponents()
{
	Super::PostInitializeComponents();
	FollowCamera->SetupAttachment(GetMesh(), TEXT("head"));
}

Does not like when using SetupAttachment here, I get the following error from UE5:

LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: !bRegistered  [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp] [Line: 1958] 
LogOutputDevice: Error: SetupAttachment should only be used to initialize AttachParent and AttachSocketName for a future AttachToComponent. Once a component is registered you must use AttachToComponent. Owner [/Engine/Transient.World_0:PersistentLevel.BP_ThirdPersonCharacter_C_0], InParent [CharacterMesh0], InSocketName [head]

My workaround is to use SetupAttachment to attach the camera to the mesh in the constructor, as this works as intended. Then, in this function, I use AttachToComponent to attach it to the socket. Full result:

.cpp:

AVampireHunterCharacter::AVampireHunterCharacter()
{
	...
	// Create a follow camera
	FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
	FollowCamera->SetupAttachment(GetMesh());

}

// This function is needed as sockets are not present during construction
void AVampireHunterCharacter::PostInitializeComponents()
{
	Super::PostInitializeComponents();
	FollowCamera->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, TEXT("head"));
	FollowCamera->bUsePawnControlRotation = true;
	FollowCamera->SetRelativeLocation(FVector(0, 15, 0));
}

Note that I added the relative location to prevent the camera from clipping through the character. However, this change does not reflect in the Editor. Enabling the flag or modifying the location values has no visible effect in the detail panel, but after a live code sync, the changes are updated when running the game.


Hope this helps someone else, as I wanted to achieve this via C++ and not by Blueprints. Note version of Unreal I am on is 5.5.1