I’m working in Unreal Engine 5.6, using the First Person Template with SKM_Manny_Simple as my character mesh, and I’m running into a frustrating issue:
What I’m trying to do:
- Attach a sword to my first-person mannequin’s hand (
hand_r
), using a custom socket (weapon_r
) underhand_r
. - Keep the sword visually in the hand at all times, while:
- Allowing the arms to continue their “real-life” movement (sway, waver during movement).
- Maintaining a first-person perspective.
The issue:
- On jump, wall-run, or while mid-air, the sword visually detaches or shifts out of the hand.
- It works fine while sliding or idle.
- Disabling Camera Lag on the Spring Arm didn’t fix it.
- Reducing Air Control to default didn’t fix it.
- The sword remains socketed under
"weapon_r"
, but still shifts during these actions.
What I’ve tried so far:
Socketing the sword under
"weapon_r"
(child of hand_r
).
Disabling Camera Lag on the Spring Arm.
Setting Air Control back to default.
Ensured physics simulation is off on the sword.
Tried procedural stabilization:
- On Event Tick, I get the socket transform from
"weapon_r"
and set the sword’s world location and rotation to it, but the issue still persists.
Yes the stuff above was written by AI, since I tried it’s help and came out unsuccessful, long story short; during the running and slide animations it works, but while mid air it detaches and rotates. I am looking for a solution that let’s me refrain from including new jump and wall run animations. Everything besides the slide animation is FirstPerson Template default preset. Thank you in advance.