I was using “attach to component” to attach a static mesh to a character skeletal mesh, but the only way I could get it to work was to disable collision. I want the attached static mesh to act as an extension of the character’s mesh rather than to collide. Physics constraints sounded like they were made to do this. Unfortunately constraints don’t have something equivalent to “snap to target” for position/rotation/scale and i can’t get “Set constraint reference position” to work.
Therefore I have two questions: How does “Set Constraint Reference Position” work or what is the best way to locate a static mesh to the position of a bone in a skeletal mesh? Is there a way to get around physics constraints not being able to attach static components together or is there a way to use “attach to component” that won’t cause collision problems?