Hi friends! I’ve posted this thread here: I've a problem with Attach/Detach Actor - Programming & Scripting - Unreal Engine Forums but I’ll come back on Tuesday/Wednesday and I hope someone can help me on this forum or on AnswerHub during the next days.
I have a problem with (English language LOL) Attach/Detach Actor.
Firstly my Blueprint for you:
Part 1
Part 2
Ok, I use this BP for every single weapon. It’s very good, because it give me what I want: take/leave a weapon when I press Q near it (every weapon give me some different bullets, but that’s another story).
Unfortunately when I’ve a weapon (Weapon A) attacched to my socket and I want to take another weapon (Weapon B) because I’m near it, Weapons A doesn’t detach from the socket and my character has 2 Weapon attached.
I’ve tried without success with many variables, nodes (Cast to, Detach Actor from Actor, Delay and some Flow Control nodes) and Blueprint Interfaces. I need something for detach/destroy Weapon A before attach Weapon B when I’m near Weapon B (near = Weapon B BoxComponent), but I think I need something like “priority” when I press Q.
Please, let me know ![]()
UPDATE
I’ve:
- deleted “Detach from Parent” node;
- connected “Get Player Character” to “Get Actor Transform” (replacement for “Maintain World Position” bool pin of “Detach from Parent” node);
but the result is the same ![]()

