Socket keeps changing in other animations and skeleton

Hi, so I’m trying to animate a character in UE4 (most people say go Blender but I wanted to give it a shot) on a hoverboard for a little side project I’m doing. I want to keep the board separate from the character’s skeleton so I can swap the mesh for a different one if I want to. I’m doing this by attaching the hoverboard’s mesh to the root bone as a socket as you can see below:

I increased the size of the socket to make the board bigger for the character but other than that no changes to the original model have been made. Then I use the record feature in the skeleton menu to make a blank animation asset for me to work on.

Now here’s where the problem arises:

The hoverboard is small again now even though in the parameters panel it still has the size adjustments made which is confusing but I decide to carry on with doing the animation.

Now that the posing is done I’m about to carry on when I decide to check on the skeleton menu and…

For some reason the changes I made to the socket in the animation are also applied to the skeleton AND other animations. I even tried making it a mesh socket and it still has the same results. What’s happening exactly? Have I forgotten to press something or can I really not animate the skeleton with a socket and a preview mesh?

So with the help of some people I figured out what the problem was. You can’t animate sockets, period. You CAN, however, animated the bones that the sockets are attached to so I just created a new bone in Blender that I called “Board” and parented it to the Root Bone. Now I just animate the Board bone and it works!

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Thanks for posting this, it helped me a lot! :smile: