Problem replicating a scene component.

Good question!!

Basicly it is the variable “socketName” in here…

i’m using poliformismis and virtual functions to handle several attachable objects.

virtual FName GetParentSocketName() override;

So the weapons objects use this:


FName AWeaponAttachable::GetParentSocketName()
{
	return FComponentSocketName::Weapon;
}

i have defined the socket names in a struct.
inline static const FName Weapon = "GripPoint";

Basicly if the pawn is overlapping with a attachable object and it is a weapon then is attached in the hand…

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