Skeletal Mesh relocates when Attached to bone

I’ve imported a Metahuman and am working to apply this clothing pack to him:
https://www.fab.com/listings/08a2a45c-a858-4071-bc11-31473077b008

In the Metahuman Blueprint, I replaced the Torso and Legs with Pants and Shirt from the above FAB assets pack. That’s working. (I don’t think there’s a way to add more than one skeletal mesh to Torso or Legs here, right? The rest of my workflow assumes I’ll need to attach each extra piece one by one)

The FAB clothing pack comes with several pieces in addition to the Pants and Shirt: Backpack, gloves, legstraps, wristwatch etc.

I’ve dragged my Metahuman Blueprint and all of the FAB pack Skeletal Mesh assets (backpack, gloves, etc) into my Level and set all positions to zero. Everything is looking good. Backpack, gloves etc all line up perfectly with my Metahuman.

Now I’m in Sequencer trying to attach all my accessories to follow my Metahuman during an animation, and this is where I’m stuck.

I select a Skeletal Mesh accessory (Backpack for example) → Attach → Preserve Current (checked) → Attach → Select my Metahuman → Torso → Spine 3 and the skeletal mesh jumps away and rotates. Location and Rotation are still zeroed, but it’s definitely moved far away from my character and spun around.

Something like a backpack I can readjust by hand but the gloves and some other objects are just impossible.

I must be missing a step somewhere along the way? Maybe I’m not properly importing my Skeletal Meshes or I’m missing a tickbox on the Attach workflow?

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Solved this, I was approaching it completely wrong. If anyone else has a similar issue and is stuck where I was: you just create new bones within your Metahuman and replace them with the individual assets one by one.

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