# MUTABLE : Ability to bake socket/bone parenting between different skeletal meshes in resulting object/s via Mutable editor window bake process

**URL:** <https://forums.unrealengine.com/t/mutable-ability-to-bake-socket-bone-parenting-between-different-skeletal-meshes-in-resulting-object-s-via-mutable-editor-window-bake-process/2277990>\
**Category:** Feedback & Requests\
**Tags:** unreal-engine\
**Created:** [January 15, 2025, 8:27am UTC](https://forums.unrealengine.com/t/mutable-ability-to-bake-socket-bone-parenting-between-different-skeletal-meshes-in-resulting-object-s-via-mutable-editor-window-bake-process/2277990 "2025-01-15T08:27:03Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![larbighalem](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@larbighalem](https://forums.unrealengine.com/u/larbighalem)\
**Post date:** [March 11, 2026, 2:08pm UTC](https://forums.unrealengine.com/t/mutable-ability-to-bake-socket-bone-parenting-between-different-skeletal-meshes-in-resulting-object-s-via-mutable-editor-window-bake-process/2277990/2 "2026-03-11T14:08:54Z")

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Hey @Dspazio  
Have you found a solution to this problem? Because I am facing the same need.

> [@Mutable skeletal mesh merge ignores attachment bone offsets unless reference poses match](https://forums.unrealengine.com/t/mutable-skeletal-mesh-merge-ignores-attachment-bone-offsets-unless-reference-poses-match/2705205):
>
> I am building a modular weapon system using Mutable and the Customizable Object Plugin. The Issue My Receiver (Base) skeleton defines a barrel bone at (0, 5, 5), Root ├─ barrel (0,5,5) ├─ scope └─ other attachment bones but my Barrel Attachment is authored at (0, 0, 0) for reusability. Root (0,0,0) └─ barrel (0,0,0) ← mesh weighted 100% ├─ muzzle ├─ side └─ under When merged via Mutable, the Barrel mesh appears at (0, 0, 0), ignoring the Receiver’s bone offset. It only aligns…

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