@Glutamatkrieger Unreal’s standard “Snap to socket” kinda works for me. When I enable it, select an actor then shift-click on other actor’s socket it will attach first actor to the second. But it will not move the first actor at all. Actually, I think it always worked this way for me. I never figured out how to actually “snap” things with this feature. I tried with and without my plugin, it works the same.
Do you also have problem snapping things with my plugin too? Does it work with the example project? If it doesn’t, can you post the screenshot of the plugin’s settings and of the meshes you use. I want to see socket’s names and locations.
More or less dumb things I would check:
- is the plugin loaded/enabled (is there a little orange “S” button on the viewport near snap to grid)
- are there sockets on both meshes you try to snap
- are socket names match (prefix before the first “_” in the name, like “Socket_0” and “Socket_1” will snap, “Socket_1” and “xyz” will not). This can be disabled by checking “Ignore socket name” in settings
- Meshes should have collision primitive and collision should be enabled, at least “query”.
- Do sockets you try to snap are more or less facing each other? X-axis of them should look each other. (See “Max Angle” in settings)
- Is the “Search Dist” parameter too low?