I’ve been trying to fix this for days (maybe even weeks at this point). How do I export an object from Blender to be socketed in Unreal, while maintaining the same relative distance as a Child-Of constraint in Blender? Both are skeletal meshes.
When socketed to the hand in unreal (180 degree rotation on Z, otherwise zeroed):
Or is there a better method for achieving the same result (synchronizing two skeletal meshes)? I’m currently using the “Blender 2.8 For Unreal Engine” add-on when exporting. Trying to manually place and rotate the gun seems impossibly difficult… especially for precise animations, such as reloading.
If there is any vital information I forgot to include, just say and I’ll gladly retrieve it.