Happy weekend !
So I ran into an issue with my weapon placement as I started converting over to the modular character I recently got from the UE5 store.
My understanding is that you need a skeletal mesh for each modular piece as the base skeleton is essentially invisible, each with the same ABP included, as such:
Here is the previewed attachment of the weapon on the default skeletal mesh that is used when the skeleton itself is opened:
(The socket rotation needs correcting but it is set correctly)
When I switch to another skeletal mesh, say the hands, the gun doesn’t place correctly:
I retargeted as so:
(SK_MoveIt is what I was using before)
I noticed that this also came with a full set SK Mesh but it had double the material slots so I avoided it, maybe I should be using it instead?
Any help appreciated. Thanks!
Hey there @anonymous_user_3cf2ac1c! So I see a socket attached on the first image, but no sockets in any of the others! Generally it’s best to use sockets for the attachment instead of trying to tie anything to the bones. Are you using sockets and then previewing?
Yes, these screenshots are all from the same skeleton. The only difference I was making was changing the Skeletal Mesh in the above picks. The socket is still there.
Hi any chance I could get help, with this?
Hey there, sorry about that! Got lost in the pile it seems. So my first thought is to check where the socket is in world space and verify that’s correct. If it appears where the gun is appearing, it’s the socket’s position being wrong. If it’s not, we may have to figure out why the attachment is going wrong, could be something to do with the multiple SKMs you’re running here.

Use that and also check the location of what you’re trying to attach after the fact. Should give us some insight!
Ok cool thank you! and no worries, I have been on vacation
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Nice! Hope the vacation went great!
Let me know the results of that test when you get the chance, if the socket is saying it’s where the hands are we’re likely going to have to comb through each piece.
So i have been using a different skeleton from the UE4 SKL as a base, (definately going to fix that) I was using the “compatible skeletons” tool to uttolize animations for the UE4 skeleton. I hadnt realized that since the Arm and Clothing also uses the UE4 SKL that it was being used by default. I had also done a compatible comparison back unto the other skelton so the animations worked fine.
Yep just needed sockets on the new skeleton.
Thanks again !
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