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…