When I attach an actor/mesh to a socket in a skeleton, it seems that the local origin of the actor is what’s attached, and I have no say in the matter.
Is it possible to provide a socket in the attached mesh, and the inverse transform of that socket would be multiplied into the transform so that the socket in question is what’s attached, rather than the local origin of the attached object?
If this feature doesn’t yet exist, how do I request it?