# \#attach-to-component

**URL:** https://forums.unrealengine.com/tag/attach-to-component/5956.md

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## [How to properly handle component-to-component attachment so it works in both networked gameplay and replays?](https://forums.unrealengine.com/t/how-to-properly-handle-component-to-component-attachment-so-it-works-in-both-networked-gameplay-and-replays/2692022)

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**Author:** [@realRitT](https://forums.unrealengine.com/u/realRitT)\
**Replies:** 0\
**Last updated:** [January 14, 2026, 9:11am UTC](https://forums.unrealengine.com/t/how-to-properly-handle-component-to-component-attachment-so-it-works-in-both-networked-gameplay-and-replays/2692022 "2026-01-14T09:11:17Z")

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All actors and their scene components are marked as replicated. I tried a server-only attachment approach, which works in normal multiplayer sessions, but breaks during replay when using GotoTimeInSeconds (jumping to a …

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## [Auto-Weld disabled when Simulate Physics is True](https://forums.unrealengine.com/t/auto-weld-disabled-when-simulate-physics-is-true/379391)

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**Author:** [@pulp\_user](https://forums.unrealengine.com/u/pulp_user)\
**Replies:** 2\
**Last updated:** [December 3, 2025, 5:41pm UTC](https://forums.unrealengine.com/t/auto-weld-disabled-when-simulate-physics-is-true/379391 "2025-12-03T17:41:13Z")

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Hi guys, I am simply trying to have 2 components on an actor, which both have mass. I want them to be positionally locked to each other, which I want to achive by using the auto weld feature. The center of mass of the e…

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## [Attached actor sticks to the pivot of parent skeletal mesh instead of the socket](https://forums.unrealengine.com/t/attached-actor-sticks-to-the-pivot-of-parent-skeletal-mesh-instead-of-the-socket/2647845)

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**Author:** [@lAliRidhal](https://forums.unrealengine.com/u/lAliRidhal)\
**Replies:** 1\
**Last updated:** [August 20, 2025, 9:53am UTC](https://forums.unrealengine.com/t/attached-actor-sticks-to-the-pivot-of-parent-skeletal-mesh-instead-of-the-socket/2647845 "2025-08-20T09:53:37Z")

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As the title says, I’m trying to attach a weapon actor -which has a static mesh as the root component - to my character, it used to work on my previous project and I copied the code from there (which includes the Transfo…

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## [Should the Weld Simulated Bodies option (in the AttachToComponent) work between Procedural and Static Meshes?](https://forums.unrealengine.com/t/should-the-weld-simulated-bodies-option-in-the-attachtocomponent-work-between-procedural-and-static-meshes/396110)

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**Author:** [@AlastairCaboodle](https://forums.unrealengine.com/u/AlastairCaboodle)\
**Replies:** 2\
**Last updated:** [February 17, 2025, 11:22pm UTC](https://forums.unrealengine.com/t/should-the-weld-simulated-bodies-option-in-the-attachtocomponent-work-between-procedural-and-static-meshes/396110 "2025-02-17T23:22:57Z")

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Any help or background information on this would be great, I can’t seem to find much documentation on this issue. I have an actor with simple Static Mesh component onto which I call AttachToComponent to attach several ot…

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## [C++ - Attach camera to bone/socket?](https://forums.unrealengine.com/t/c-attach-camera-to-bone-socket/464450)

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**Author:** [@Rainoxer](https://forums.unrealengine.com/u/Rainoxer)\
**Replies:** 8\
**Last updated:** [January 2, 2025, 4:11am UTC](https://forums.unrealengine.com/t/c-attach-camera-to-bone-socket/464450 "2025-01-02T04:11:57Z")

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Hello, My C++ character class is named “VRSoldier”. My skeletal mesh for this class is named “Soldier\_ru\_01”. I have multiple questions : 1) I would like to attach my VR camera to the head of my skeletal mesh, with …

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## [How to attach the same actor to different meshes on client vs server](https://forums.unrealengine.com/t/how-to-attach-the-same-actor-to-different-meshes-on-client-vs-server/2079378)

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**Author:** [@Kotaru\_1](https://forums.unrealengine.com/u/Kotaru_1)\
**Replies:** 1\
**Last updated:** [October 22, 2024, 6:45pm UTC](https://forums.unrealengine.com/t/how-to-attach-the-same-actor-to-different-meshes-on-client-vs-server/2079378 "2024-10-22T18:45:48Z")

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I’m trying to attach an actor to an arm only fps mesh on the client, then to the full body mesh for the listen server and the other clients. However it seems “attach actor to component” is already replicated, so long as …

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## [Attach a lot of component items to a single component](https://forums.unrealengine.com/t/attach-a-lot-of-component-items-to-a-single-component/1752651)

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**Author:** [@The\_Jolly01](https://forums.unrealengine.com/u/The_Jolly01)\
**Replies:** 3\
**Last updated:** [March 15, 2024, 1:47am UTC](https://forums.unrealengine.com/t/attach-a-lot-of-component-items-to-a-single-component/1752651 "2024-03-15T01:47:24Z")

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Hello everyone, I would like to create shelves in which to put my products that would be arranged in a certain way depending on the product. With the attach to component method I would be able to do what I want but havi…

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## [Need some help with building system ](https://forums.unrealengine.com/t/need-some-help-with-building-system/1574752)

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**Author:** [@combinedropship](https://forums.unrealengine.com/u/combinedropship)\
**Replies:** 0\
**Last updated:** [December 30, 2023, 9:30pm UTC](https://forums.unrealengine.com/t/need-some-help-with-building-system/1574752 "2023-12-30T21:30:40Z")

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Hello! I’m trying to create a building system similar to games like Robocraft and Crossout. I can’t find a way to connect up objects in the building mode, and I don’t know If I should use Physics constrain…

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## [How do I save attached Actors to a SaveGame?](https://forums.unrealengine.com/t/how-do-i-save-attached-actors-to-a-savegame/387662)

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**Author:** [@Lexyth](https://forums.unrealengine.com/u/Lexyth)\
**Replies:** 10\
**Last updated:** [September 17, 2023, 12:11am UTC](https://forums.unrealengine.com/t/how-do-i-save-attached-actors-to-a-savegame/387662 "2023-09-17T00:11:42Z")

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Hello, I’m working on a Game where you can basically attach Blocks togther. I attach them using the Attach Actor to Component node, without using Sockets. I want to be able to save entire Constructions to a Savegame and …

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## [Attach actor to component not working - weapon sliding on floor](https://forums.unrealengine.com/t/attach-actor-to-component-not-working-weapon-sliding-on-floor/1282534)

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**Author:** [@Elites94](https://forums.unrealengine.com/u/Elites94)\
**Replies:** 1\
**Last updated:** [September 6, 2023, 1:34pm UTC](https://forums.unrealengine.com/t/attach-actor-to-component-not-working-weapon-sliding-on-floor/1282534 "2023-09-06T13:34:10Z")

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Hello, I am again having an issue with my dedicated server… My weapons (and my hair !) don’t attach… It was working well before with my listen server. Here is how it works : The server spawn the weapon (spawn actor)…

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## [how to turn off the physic of an actor ?](https://forums.unrealengine.com/t/how-to-turn-off-the-physic-of-an-actor/1284796)

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**Author:** [@Elites94](https://forums.unrealengine.com/u/Elites94)\
**Replies:** 1\
**Last updated:** [September 6, 2023, 1:10pm UTC](https://forums.unrealengine.com/t/how-to-turn-off-the-physic-of-an-actor/1284796 "2023-09-06T13:10:27Z")

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Hello everyone, I was wondering how we can completely turn off the physics of an actor. Not simplely turning off simulate physics for the different components of an actor. I mean, turn it off on the default of actor. T…

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## [Set Simulate Physics and AttachActorToComponent Problem](https://forums.unrealengine.com/t/set-simulate-physics-and-attachactortocomponent-problem/326677)

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**Author:** [@hardballs](https://forums.unrealengine.com/u/hardballs)\
**Replies:** 10\
**Last updated:** [March 21, 2023, 11:47am UTC](https://forums.unrealengine.com/t/set-simulate-physics-and-attachactortocomponent-problem/326677 "2023-03-21T11:47:20Z")

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Something seems to go wrong when trying to use Physics on an Actor and then trying to attach it to another’s mesh. In my case, I have an Actor where I set the “Set Simulate Physics” to true in the construction script. At…

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## [Whats the best way to extent physical animation component to attached skeleton meshes?](https://forums.unrealengine.com/t/whats-the-best-way-to-extent-physical-animation-component-to-attached-skeleton-meshes/452715)

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**Author:** [@J\_Escape](https://forums.unrealengine.com/u/J_Escape)\
**Replies:** 3\
**Last updated:** [January 20, 2023, 11:26am UTC](https://forums.unrealengine.com/t/whats-the-best-way-to-extent-physical-animation-component-to-attached-skeleton-meshes/452715 "2023-01-20T11:26:12Z")

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Hello! So working toward a physics driven melee fighter. I have the upper body of my character running with physical animation component. works great! But when I add weapons to the character I cannot get them to effecti…

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## [Attached Actor not following scene component!](https://forums.unrealengine.com/t/attached-actor-not-following-scene-component/749302)

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**Author:** [@Koldmilk](https://forums.unrealengine.com/u/Koldmilk)\
**Replies:** 8\
**Last updated:** [January 14, 2023, 7:02pm UTC](https://forums.unrealengine.com/t/attached-actor-not-following-scene-component/749302 "2023-01-14T19:02:41Z")

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Hey again, So I’m having a problem that’s very strange. I have an actor that on begin play spawns an actor and attaches to a scene component. The parent actor then moves to a different location and the player cha…

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## [Attached character lags behind on client](https://forums.unrealengine.com/t/attached-character-lags-behind-on-client/462649)

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**Author:** [@Capn\_C4ke](https://forums.unrealengine.com/u/Capn_C4ke)\
**Replies:** 3\
**Last updated:** [September 12, 2022, 10:43pm UTC](https://forums.unrealengine.com/t/attached-character-lags-behind-on-client/462649 "2022-09-12T22:43:10Z")

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Hi, In my game, my client attaches to a vehicle, and then when it is being driven, the client sometimes rubberbands, he stays in the right position, but sometimes lags behind. IDK what to do, when the player is driving, …

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## [Problem with AttachToComponent](https://forums.unrealengine.com/t/problem-with-attachtocomponent/487321)

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**Author:** [@superzuman](https://forums.unrealengine.com/u/superzuman)\
**Replies:** 4\
**Last updated:** [August 12, 2021, 7:40am UTC](https://forums.unrealengine.com/t/problem-with-attachtocomponent/487321 "2021-08-12T07:40:13Z")

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Greetings! I’m trying to program the boomerang throwing mechanic. So the boomerang I have attached to the hand with a child object component. When I launch it, I undo it from the hand with a DetachFromComponent and acti…

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## [Attaching static mesh to socket](https://forums.unrealengine.com/t/attaching-static-mesh-to-socket/486311)

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**Author:** [@PersianLord1990](https://forums.unrealengine.com/u/PersianLord1990)\
**Replies:** 1\
**Last updated:** [July 20, 2021, 10:47am UTC](https://forums.unrealengine.com/t/attaching-static-mesh-to-socket/486311 "2021-07-20T10:47:31Z")

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Hi, I’m trying to attach a simple box static mesh to a character socket using the AttachActortoComponent in level blueprint. I know that the pivot of the static mesh should attach to the desired socket but the problem is…

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## [Attach to Component result in different Locations on Server and Client](https://forums.unrealengine.com/t/attach-to-component-result-in-different-locations-on-server-and-client/377771)

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**Author:** [@Lord7even](https://forums.unrealengine.com/u/Lord7even)\
**Replies:** 14\
**Last updated:** [May 14, 2021, 6:40am UTC](https://forums.unrealengine.com/t/attach-to-component-result-in-different-locations-on-server-and-client/377771 "2021-05-14T06:40:05Z")

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Hi folks. I get a weird behavior when I attach weapon actors for my multiplayer clients. I’m using the first person template and did some blueprinting to wait until enough players are connected. Then the server spawns …

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## [Try to get the right rotation when attach a actor to an](https://forums.unrealengine.com/t/try-to-get-the-right-rotation-when-attach-a-actor-to-an/480526)

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**Author:** [@aikender](https://forums.unrealengine.com/u/aikender)\
**Replies:** 5\
**Last updated:** [March 21, 2021, 5:36am UTC](https://forums.unrealengine.com/t/try-to-get-the-right-rotation-when-attach-a-actor-to-an/480526 "2021-03-21T05:36:20Z")

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I want to attach a weel to a car frame (it is a toy car), using my vr controllers. When I attach the wheel to the car frame the position is ok but the rotation is of. The rotation of the wheel is dependent on the posi…

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## [(Solved) Vehicle network Relevancy issue dedicated server](https://forums.unrealengine.com/t/solved-vehicle-network-relevancy-issue-dedicated-server/479150)

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**Author:** [@HVS\_RHS](https://forums.unrealengine.com/u/HVS_RHS)\
**Replies:** 2\
**Last updated:** [February 24, 2021, 2:37pm UTC](https://forums.unrealengine.com/t/solved-vehicle-network-relevancy-issue-dedicated-server/479150 "2021-02-24T14:37:48Z")

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Hi there, I’ve been pulling my hair to fix this problem. So, I attached character to vehicle and possessed with no capsule collusion, disabled character movement and set check to always relevant on both character and v…

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## [Attach Camera to Bone for camera anim](https://forums.unrealengine.com/t/attach-camera-to-bone-for-camera-anim/477195)

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**Author:** [@HoLmSF4](https://forums.unrealengine.com/u/HoLmSF4)\
**Replies:** 0\
**Last updated:** [January 13, 2021, 12:39pm UTC](https://forums.unrealengine.com/t/attach-camera-to-bone-for-camera-anim/477195 "2021-01-13T12:39:28Z")

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In Maya I made skeletal mesh and animated it also i made camera animation as a bone and it calls (tag\_camera) and i imported skeleton to the UE4. With Blueprint I tried to attach camera to (tag\_camera) bone to have camer…

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## [Spawned Actor not attached until I click on it in World Outline](https://forums.unrealengine.com/t/spawned-actor-not-attached-until-i-click-on-it-in-world-outline/475371)

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**Author:** [@CMDRRithwald](https://forums.unrealengine.com/u/CMDRRithwald)\
**Replies:** 4\
**Last updated:** [December 3, 2020, 7:45pm UTC](https://forums.unrealengine.com/t/spawned-actor-not-attached-until-i-click-on-it-in-world-outline/475371 "2020-12-03T19:45:48Z")

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Hi All, New to UE4 and I’m having an issue with spawning an actor and attaching it to my pawn. I have a TankPawn, and when the game loads, I spawn a Turret, and attach it to a socket on the TankPawn’s StaticMesh. void…

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## [Glitch frame when attaching skeletal mesh to capsule](https://forums.unrealengine.com/t/glitch-frame-when-attaching-skeletal-mesh-to-capsule/457138)

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**Author:** [@sabibo67](https://forums.unrealengine.com/u/sabibo67)\
**Replies:** 3\
**Last updated:** [November 29, 2020, 1:49am UTC](https://forums.unrealengine.com/t/glitch-frame-when-attaching-skeletal-mesh-to-capsule/457138 "2020-11-29T01:49:14Z")

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This has been driving me crazy. I am getting a glitch in my animation poses when I try to change the pose and the skeletal mesh transform in the same frame. I’m trying to get a character to stand up from ragdoll, and I…

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## [Problem with AttachActorToComponent and Skeletal Mesh](https://forums.unrealengine.com/t/problem-with-attachactortocomponent-and-skeletal-mesh/473862)

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**Author:** [@Juribaro](https://forums.unrealengine.com/u/Juribaro)\
**Replies:** 2\
**Last updated:** [November 2, 2020, 11:48am UTC](https://forums.unrealengine.com/t/problem-with-attachactortocomponent-and-skeletal-mesh/473862 "2020-11-02T11:48:27Z")

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I have a weird behavior with attaching an Actor. The setup is like in the picture. A rifle should be attached to a hand. If i use the Node AttachActorToComponent the Actor gets indeed attached, but one of its component…

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## [Attached Actor Wont Follow Parent Unless Clicked On Through World Outliner?!?!?!](https://forums.unrealengine.com/t/attached-actor-wont-follow-parent-unless-clicked-on-through-world-outliner/470034)

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**Author:** [@zSSkitzz](https://forums.unrealengine.com/u/zSSkitzz)\
**Replies:** 3\
**Last updated:** [September 27, 2020, 4:21pm UTC](https://forums.unrealengine.com/t/attached-actor-wont-follow-parent-unless-clicked-on-through-world-outliner/470034 "2020-09-27T16:21:52Z")

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I’ve been trying to attach an actor to the player to act as an equip system. I’ve ran into this weird problem which makes no sense to me. It appears when I attach the actor it just stays in one spot and doesn’t follow th…

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## [Objects jitter when attached to HMD Camera](https://forums.unrealengine.com/t/objects-jitter-when-attached-to-hmd-camera/456810)

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**Author:** [@anonymous\_user\_7f7ddae0](https://forums.unrealengine.com/u/anonymous_user_7f7ddae0)\
**Replies:** 5\
**Last updated:** [September 8, 2020, 12:52pm UTC](https://forums.unrealengine.com/t/objects-jitter-when-attached-to-hmd-camera/456810 "2020-09-08T12:52:21Z")

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I’ve attached objects to the HMD and they jitter heavily. It’s like they are not in sync with the update of the position. They are directly attached to the camera. I’ve tried locking the position and rotation and noth…

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## [Attaching USceneComponent to another Component](https://forums.unrealengine.com/t/attaching-uscenecomponent-to-another-component/470493)

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**Author:** [@nterheoid](https://forums.unrealengine.com/u/nterheoid)\
**Replies:** 4\
**Last updated:** [August 31, 2020, 7:47am UTC](https://forums.unrealengine.com/t/attaching-uscenecomponent-to-another-component/470493 "2020-08-31T07:47:04Z")

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sorry for line 4 on 2nd code block: FString start = Grabber-\>GetComponentLocation().ToString(); \<---crashed on this line. "Grabber" is just a TYPO on the post, doesn’t matter to the topic. should be SceneComp → GetCom…

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## [アタッチしたアクターにコリジョンは付けられるのか？](https://forums.unrealengine.com/t/topic/470129)

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**Author:** [@tamo210](https://forums.unrealengine.com/u/tamo210)\
**Replies:** 1\
**Last updated:** [August 22, 2020, 2:47am UTC](https://forums.unrealengine.com/t/topic/470129 "2020-08-22T02:47:53Z")

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「プレイヤーがレベルにあるアクターに対してレイキャストを飛ばし、ヒットした際にそのアクターを持ち上げる」というような処理を行いたいと思っています。 この際、持ち上げるアクターを専用のソケットにアタッチしたのですが、アタッチされた持ち上げているアクターにコリジョンがなく、レベル内の他のアクターを貫通してしまいます。 コリジョンを保ちつつ、アクターをアタッチする方法はないのでしょうか？

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## [Adding and attaching a skeletal mesh component at runtime](https://forums.unrealengine.com/t/adding-and-attaching-a-skeletal-mesh-component-at-runtime/449126)

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**Author:** [@anon22837948](https://forums.unrealengine.com/u/anon22837948)\
**Replies:** 2\
**Last updated:** [August 13, 2020, 12:34pm UTC](https://forums.unrealengine.com/t/adding-and-attaching-a-skeletal-mesh-component-at-runtime/449126 "2020-08-13T12:34:31Z")

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Hi fellow UE4 users, I’m wondering if I’m missing something here. Cutting a long story short, I have a skeletal mesh of a hat with a tassel. I want the tassel to react to physics and I also want to be able to attach this…

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## [OnCompoenentBeginOverlap.AddDynamic not working](https://forums.unrealengine.com/t/oncompoenentbeginoverlap-adddynamic-not-working/468365)

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**Author:** [@Petr003](https://forums.unrealengine.com/u/Petr003)\
**Replies:** 1\
**Last updated:** [July 19, 2020, 1:51pm UTC](https://forums.unrealengine.com/t/oncompoenentbeginoverlap-adddynamic-not-working/468365 "2020-07-19T13:51:26Z")

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I want to make my player to pick up a weapon by letting it enter the sphere component of the weapon. If the overlap event is triggered, it should display an error message and pick up the weapon. But it is not displaying …

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