Hey, so I’ve been having an issue where my sword detaches from it’s parent when it’s spawned. I’ve tried using the Set Simulated Physics node to turn them off before it gets attached to the socket I created on the player’s skeleton but the sword keeps detaching anyways like the node is doing nothing at all.
Everything was working perfectly until I turned on simulated physics so I’m 99.9% sure that’s why it’s still detaching, I’m just not sure why the node isn’t working.
I’ve also tried it with an Component to Component node and it was no different unfortunately. The weapon is a static mesh if that has any relevance.
I have physics enabled on the weapons while they’re an item in the world.
They way i have the system working is that when it’s an item is on the ground it has physics then the player picks it up, equips it in their inventory, and when they ready their equipped weapon it spawns the item from it’s class in the player’s hand and turns off the physics.
After physics is turned off the weapon is attached to a socket on the player’s hand. For some reason either Physics is not getting turned off or the weapon is not getting attached to the socket properly.
Additionally, I have disabled collisions on the weapon after it is attached to the slot on the character. I’ve printed the return on the Attach Actor to Component and it keeps coming back true despite the fact it’s not working how it does when I disable physics on the item’s class as a whole.
Thanks in advance for any help you can give!