Spawn and attach item object to a socket



messed around with it a bit more. this should do the trick. i’ve also included a screenshot of the weaponbase blueprint. you can add whatever variables you want to it but all you really need is the scene component and an empty child mesh component. once you make a child blueprint of it, you can swap out meshes inside the child blueprint pretty efficiently. last suggestion for good procedural item builds is to make a name variable in the baseweapon blueprint. then, in the each child blueprint, go to class defaults and give the socket name variable a new name that corresponds to the sockets on the character where you want a specific item to attach to on the character (ie name variable “hand_r” for items used in right hand), then link it up from spawn actor ‘return value’ to the attach ‘socket name’ node. that way you could reuse for armor, clothes, etc without having to redo this system. although, it probably would be tricky to use both the socket linking and swapping unless you make a separate left and right version of every weapon. anyway, good luck

edit: i messed up the last, temp, current order for weapon swapping. here’s what im using now