How to stick a watch to my FPS character?

Hi everyone,

I’m currently trying to attach a wrist watch to my First Person Character blueprint (from the UE5 First Person template) using a Child Actor Component.

At first, everything seemed fine and the watch looks great in the viewport, but as soon as test in the game, the watch is completely misplaced.

Could anyone help me understand what I am doing wrong?

Thanks! :slight_smile:

Hey there @White24Room! Are you attaching it to the HandL bone or a socket?

If possible, could you create a new socket with the proper rotation/location, then attach the watch to that socket but make sure the local transform is completely 0,0,0 for location and rotation, and 1,1,1 for scale. Bone scaling/position differences could cause something like this, so having default transforms and only the socket deciding position can help narrow down issues like this.

This video shows off the method described:

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Hi!
Thanks for sharing the link. :slight_smile:

I followed the steps but unfortunately the issue remains the same, despite creating a socket and attaching it to the hand.

Could there be an issue with how my BP_FirstPerson is setup? My character mesh and FirstPersonMesh are overlapping if I make them both visible.

And in general, in case I misconfigured something with my skeleton and such, would there be a way to fully reset the settings of the BP_FirstPerson?

Thank you!

I have tried changing the First Person Primitive Type in my BP_Watch after reading some recommendations online, and it slightly improved the situation (the watch is now on the arm) - but it is still out of place and without the correct rotation.