Is it possible to use a socket on a mesh, that is inside a pawn that has a component calling the socket name on AttachActorToActor node? Pics Included

Thank you, I couldn’t seem to get the pins to plug in like you were saying, so I decided to try AttachActorToComponent instead. Also, I created a static mesh (SM_HoldPosSockets), I added a socket that is named the same as the child interfaceable that the BP_InteractableComponentBase casting will pull when it casts. I then attached this SM as a component onto the scene root of the parent Pawn_Interfaceable. As long as each socket is added and named the same as the child interfaceables in my game I think this will work.

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