UE version 5.5.4
After I switch to a new weapon (which uses a different skeleton or skeletal mesh), the weapon appears correctly attached to the character’s hand in the skeleton preview and the montage editor. However, during actual gameplay, when I play a montage that involves this new skeleton, the weapon detaches from the hand, floats or moves incorrectly, and then snaps back to the correct position after the animation finishes.
Additional Info:
I’m using Blueprints for animation logic.
The weapon is attached to the character via a socket .
The weapon is a skeletal mesh component added to the character blueprint.
The montage animation plays correctly, but this detachment only happens during runtime.
The skeletons are different, but the socket names and bone structure are very similar.
What I’ve tried:
Double-checked the socket name and position on both skeletons.
Made sure the weapon is attached before the montage is played.
Verified the preview mesh and animation in the montage asset.
Tried enabling/disabling “Inherit Transform” and adjusting attachment rules.
Has anyone encountered this issue before? Could this be related to mismatched retargeting settings, or is there something I’m missing with socket behavior during animation?
Any help is appreciated. Thanks!