# \#attachment

**URL:** https://forums.unrealengine.com/tag/attachment/176.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

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## [New Weapon Template Suggestion](https://forums.unrealengine.com/t/new-weapon-template-suggestion/2728360)

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**Author:** [@PixelGamerXIV](https://forums.unrealengine.com/u/PixelGamerXIV)\
**Replies:** 0\
**Last updated:** [June 13, 2026, 7:48am UTC](https://forums.unrealengine.com/t/new-weapon-template-suggestion/2728360 "2026-06-13T07:48:51Z")

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To make weapons with prefixed attachments, every modular weapon gets its own template, you can add attachments and of course, edit the stats like the other templates, it’ll be nice to see every attachment, like the Deade…

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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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## [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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## [Is Simulate Physics Always False](https://forums.unrealengine.com/t/is-simulate-physics-always-false/414436)

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**Author:** [@mattr.taylor](https://forums.unrealengine.com/u/mattr.taylor)\
**Replies:** 5\
**Last updated:** [September 20, 2023, 1:35pm UTC](https://forums.unrealengine.com/t/is-simulate-physics-always-false/414436 "2023-09-20T13:35:20Z")

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The “Print String” in the attached photo always prints false. This runs every tick. I have a simple BP with a collision component as the root of the object. I have selected simulate physics in the details panel and w…

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## [Replication physics actor attachment](https://forums.unrealengine.com/t/replication-physics-actor-attachment/430736)

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**Author:** [@anonymous\_user\_28186b8d](https://forums.unrealengine.com/u/anonymous_user_28186b8d)\
**Replies:** 3\
**Last updated:** [June 26, 2022, 11:17am UTC](https://forums.unrealengine.com/t/replication-physics-actor-attachment/430736 "2022-06-26T11:17:57Z")

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Hello , I have a problem when I try to replicate dynamic attachment + weld of a StaticMeshActor to another StaticMeshActor. Settings, other than defaults, for both actors (they’re the same blueprint): replicate movem…

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## [How to get the child actors attached in World Outliner?](https://forums.unrealengine.com/t/how-to-get-the-child-actors-attached-in-world-outliner/470850)

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**Author:** [@Wahooney](https://forums.unrealengine.com/u/Wahooney)\
**Replies:** 9\
**Last updated:** [November 24, 2021, 9:18pm UTC](https://forums.unrealengine.com/t/how-to-get-the-child-actors-attached-in-world-outliner/470850 "2021-11-24T21:18:18Z")

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I have actors I’ve attached to a parent actor in the World Outliner. In the blueprint of Parent, how do I access the attached children? I’ve tried Get Attached Actors and Get All Child Actors in my ArrayObjects bluep…

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## [How to animate hands equipment?](https://forums.unrealengine.com/t/how-to-animate-hands-equipment/467909)

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**Author:** [@anonymous\_user\_e8a13ca6](https://forums.unrealengine.com/u/anonymous_user_e8a13ca6)\
**Replies:** 1\
**Last updated:** [August 6, 2020, 12:33am UTC](https://forums.unrealengine.com/t/how-to-animate-hands-equipment/467909 "2020-08-06T00:33:10Z")

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Hello Friends! I am really confused with that and also i am getting insane, because i dont kno how to make it happen. I have a rigged astronaut hand for vr, where i want to attach the accessoires like the belt and othe…

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## [Actor Attachment Replication Problem 4.8](https://forums.unrealengine.com/t/actor-attachment-replication-problem-4-8/327478)

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**Author:** [@anonymous\_user\_cb54c404](https://forums.unrealengine.com/u/anonymous_user_cb54c404)\
**Replies:** 3\
**Last updated:** [July 17, 2020, 9:53am UTC](https://forums.unrealengine.com/t/actor-attachment-replication-problem-4-8/327478 "2020-07-17T09:53:09Z")

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Hi guys, I’ve been trying to attach my previous pawn to the new one I’m spawning - which works on the clients side but other clients cannot see the process correctly replicated. Clients see other clients stuck under the …

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## [UE4 VR Problem: Attached Actors getting dragged after the moving-main actor](https://forums.unrealengine.com/t/ue4-vr-problem-attached-actors-getting-dragged-after-the-moving-main-actor/467372)

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**Author:** [@InDustWeTrust](https://forums.unrealengine.com/u/InDustWeTrust)\
**Replies:** 0\
**Last updated:** [June 29, 2020, 2:42am UTC](https://forums.unrealengine.com/t/ue4-vr-problem-attached-actors-getting-dragged-after-the-moving-main-actor/467372 "2020-06-29T02:42:32Z")

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Hey Guys, iam working on this project and i have a weird case and dont know how to fix it. Here a link to a video, where the problem is shown. The Problem is that iam going to attach magazine and scopes …

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## [Disable Attachment Replication](https://forums.unrealengine.com/t/disable-attachment-replication/463523)

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**Author:** [@Zeclown](https://forums.unrealengine.com/u/Zeclown)\
**Replies:** 2\
**Last updated:** [April 21, 2020, 1:05pm UTC](https://forums.unrealengine.com/t/disable-attachment-replication/463523 "2020-04-21T13:05:11Z")

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Hey there! I was wondering if there was a quick and easy way to disable attachment replication for Actors. I would like clients to drive the attachment of specific network objects themselves. Is this something that is …

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## [FPS Aiming System Problems](https://forums.unrealengine.com/t/fps-aiming-system-problems/454980)

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**Author:** [@RunklTookl](https://forums.unrealengine.com/u/RunklTookl)\
**Replies:** 1\
**Last updated:** [September 7, 2019, 8:44pm UTC](https://forums.unrealengine.com/t/fps-aiming-system-problems/454980 "2019-09-07T20:44:47Z")

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I’ve been trying to work on an ADS system where a second camera activates then goes to a certain socket but all that happens is my FOV changes slightly, could someone help?

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## [Regarding actor movement and Root Components](https://forums.unrealengine.com/t/regarding-actor-movement-and-root-components/445244)

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**Author:** [@JayFitz91](https://forums.unrealengine.com/u/JayFitz91)\
**Replies:** 4\
**Last updated:** [April 20, 2019, 12:14pm UTC](https://forums.unrealengine.com/t/regarding-actor-movement-and-root-components/445244 "2019-04-20T12:14:48Z")

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In most of the tutorials I have seen, an empty scene object is used as the Root Component of many actors. I am wondering how should I correctly be moving my actors if my other components are attached to the root, this is…

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## [How to attach a particle system to a spawned actor through code?](https://forums.unrealengine.com/t/how-to-attach-a-particle-system-to-a-spawned-actor-through-code/446475)

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**Author:** [@JTSmiff](https://forums.unrealengine.com/u/JTSmiff)\
**Replies:** 2\
**Last updated:** [April 2, 2019, 10:20pm UTC](https://forums.unrealengine.com/t/how-to-attach-a-particle-system-to-a-spawned-actor-through-code/446475 "2019-04-02T22:20:04Z")

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I’m trying to create a blueprint that will let me spawn an actor and a particle emitter at a location with the option of having the emitter attached to the actor. So far I can’t nail down how exactly to use SpawnEmitterA…

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## [When dropping an object that has another object attached to it, the collision decouples from the attached object](https://forums.unrealengine.com/t/when-dropping-an-object-that-has-another-object-attached-to-it-the-collision-decouples-from-the-attached-object/377543)

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**Author:** [@Klasodeth](https://forums.unrealengine.com/u/Klasodeth)\
**Replies:** 6\
**Last updated:** [August 4, 2018, 8:36am UTC](https://forums.unrealengine.com/t/when-dropping-an-object-that-has-another-object-attached-to-it-the-collision-decouples-from-the-attached-object/377543 "2018-08-04T08:36:01Z")

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I’m working on a VR project based on the VR template, where the player can pick up a weapon and attach items to the weapon while it’s being held. It’s also possible to attach items to the weapon even if it’s not being he…

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## [AttachParent / AttachChild Replication Race Condition](https://forums.unrealengine.com/t/attachparent-attachchild-replication-race-condition/380912)

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**Author:** [@anonymous\_user\_00c42842](https://forums.unrealengine.com/u/anonymous_user_00c42842)\
**Replies:** 9\
**Last updated:** [July 2, 2018, 1:58pm UTC](https://forums.unrealengine.com/t/attachparent-attachchild-replication-race-condition/380912 "2018-07-02T13:58:22Z")

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Hey Epic, I know there have been issues in the past with how AttachParent and AttachChildren replication are handled (they’re non-atomic), but it’s causing huge headaches for us because we have optimized our net update …

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## [How do I get my weapon to show in game?](https://forums.unrealengine.com/t/how-do-i-get-my-weapon-to-show-in-game/278063)

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**Author:** [@anonymous\_user\_e281dc471](https://forums.unrealengine.com/u/anonymous_user_e281dc471)\
**Replies:** 3\
**Last updated:** [April 10, 2018, 2:59pm UTC](https://forums.unrealengine.com/t/how-do-i-get-my-weapon-to-show-in-game/278063 "2018-04-10T14:59:04Z")

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Hi, I tried create socket and attach weapon like here: https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/Sockets/index.html#permanentattachment I drag & drop weapon to socket and it works in …

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## [How can I make a camera follow an ACTOR and NOT a character?](https://forums.unrealengine.com/t/how-can-i-make-a-camera-follow-an-actor-and-not-a-character/310738)

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**Author:** [@VagrantProfile](https://forums.unrealengine.com/u/VagrantProfile)\
**Replies:** 4\
**Last updated:** [March 15, 2018, 8:58pm UTC](https://forums.unrealengine.com/t/how-can-i-make-a-camera-follow-an-actor-and-not-a-character/310738 "2018-03-15T20:58:04Z")

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I have an object that can be possessed by multiple characters and so I want the camera to follow the OBJECT and NOT a controllable character. Any tips on how to do this?

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## [Why is SetupAttachment not working as expected?](https://forums.unrealengine.com/t/why-is-setupattachment-not-working-as-expected/403412)

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**Author:** [@jurplel](https://forums.unrealengine.com/u/jurplel)\
**Replies:** 3\
**Last updated:** [September 13, 2017, 3:02pm UTC](https://forums.unrealengine.com/t/why-is-setupattachment-not-working-as-expected/403412 "2017-09-13T15:02:00Z")

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I am trying to attach the camera boom from the third person C++ template to the character’s head. I created a socket called “firstperson”, and changed the code to the following: CameraBoom-\>SetupAttachment(GetMesh(), TE…

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## [Blueprint keeps generatoring actors from child actor](https://forums.unrealengine.com/t/blueprint-keeps-generatoring-actors-from-child-actor/403033)

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**Author:** [@sarchasm](https://forums.unrealengine.com/u/sarchasm)\
**Replies:** 0\
**Last updated:** [August 28, 2017, 2:01am UTC](https://forums.unrealengine.com/t/blueprint-keeps-generatoring-actors-from-child-actor/403033 "2017-08-28T02:01:15Z")

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My player blueprint actor has an attached actor that is the reticle for my player. For some reason, moving to 4.17 has revealed some weird behavior. Essentially, after working on my project for a while I’ll notice in the…

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## [Components with an absolute attachment to a MotionController get a late transform update](https://forums.unrealengine.com/t/components-with-an-absolute-attachment-to-a-motioncontroller-get-a-late-transform-update/376636)

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**Author:** [@anonymous\_user\_5bf0957e](https://forums.unrealengine.com/u/anonymous_user_5bf0957e)\
**Replies:** 3\
**Last updated:** [August 15, 2017, 4:48pm UTC](https://forums.unrealengine.com/t/components-with-an-absolute-attachment-to-a-motioncontroller-get-a-late-transform-update/376636 "2017-08-15T16:48:13Z")

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Reproduction Steps Create a new empty Blueprint Project Create a new Pawn class Set Player 0 to auto possess that Pawn class add a MotionControllerComponent and attach a Cube to that MotionControllerComponent In the Cub…

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## [How to add a meshes to multiple sockets quickly?](https://forums.unrealengine.com/t/how-to-add-a-meshes-to-multiple-sockets-quickly/397415)

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**Author:** [@anonymous\_user\_20610d6a](https://forums.unrealengine.com/u/anonymous_user_20610d6a)\
**Replies:** 2\
**Last updated:** [July 15, 2017, 8:12am UTC](https://forums.unrealengine.com/t/how-to-add-a-meshes-to-multiple-sockets-quickly/397415 "2017-07-15T08:12:30Z")

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So I have a ceiling with several hundred sockets on multiple locations to add lamps. Now my question is how do I add a single mesh type to all these sockets without doing it one by one by hand? I’ve tried blueprinting b…

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## [Attach Skeletal Mesh Problems](https://forums.unrealengine.com/t/attach-skeletal-mesh-problems/399878)

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**Author:** [@anonymous\_user\_87f3c999](https://forums.unrealengine.com/u/anonymous_user_87f3c999)\
**Replies:** 1\
**Last updated:** [July 9, 2017, 12:41pm UTC](https://forums.unrealengine.com/t/attach-skeletal-mesh-problems/399878 "2017-07-09T12:41:25Z")

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Hello. I was having a lot of trouble being able to implement a skeletal mesh attachment to my main character rig. The problem I’m having is, when the rig rotates from left to right, the attached skeletal mesh doesn’t mov…

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## [Sockets to attach weapons sometimes attach invisible weapons](https://forums.unrealengine.com/t/sockets-to-attach-weapons-sometimes-attach-invisible-weapons/399879)

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**Author:** [@BagmanPT](https://forums.unrealengine.com/u/BagmanPT)\
**Replies:** 0\
**Last updated:** [July 9, 2017, 11:07am UTC](https://forums.unrealengine.com/t/sockets-to-attach-weapons-sometimes-attach-invisible-weapons/399879 "2017-07-09T11:07:43Z")

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Hello I am using Generic Shooter template as a start of my project. Everything worked fine for so long, until I started adding sockets to the skeleton. the sockets work, they are well referenced, everything works fine…

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## [Waking up bodies of physic asset + skeletal mesh attached to socket](https://forums.unrealengine.com/t/waking-up-bodies-of-physic-asset-skeletal-mesh-attached-to-socket/341603)

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**Author:** [@Juanma.elx](https://forums.unrealengine.com/u/Juanma.elx)\
**Replies:** 1\
**Last updated:** [June 20, 2017, 3:29pm UTC](https://forums.unrealengine.com/t/waking-up-bodies-of-physic-asset-skeletal-mesh-attached-to-socket/341603 "2017-06-20T15:29:58Z")

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Hi all, Well, I’m having positioning problems with some skeletalmeshes attached to the skeletal mesh of the character. I’m going to provide a video to clarify problem. \[- YouTube\]\[1\] The character study case has those p…

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## [Flipbook component socket not transform immediately after set flipbook](https://forums.unrealengine.com/t/flipbook-component-socket-not-transform-immediately-after-set-flipbook/387017)

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**Author:** [@wukakuki](https://forums.unrealengine.com/u/wukakuki)\
**Replies:** 0\
**Last updated:** [March 5, 2017, 4:23pm UTC](https://forums.unrealengine.com/t/flipbook-component-socket-not-transform-immediately-after-set-flipbook/387017 "2017-03-05T16:23:57Z")

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I create a paper character and set a flip book in sprite(Inherited). Attach another flip book component to it with a parent socket. Then I connect hit event with a “set flipbook” node to sprite(Inherited). hit play and m…

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## [Enabling and Disabling Attached Static Mesh Collisions and Visibility using Flip Flop](https://forums.unrealengine.com/t/enabling-and-disabling-attached-static-mesh-collisions-and-visibility-using-flip-flop/308956)

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**Author:** [@anonymous\_user\_91481301](https://forums.unrealengine.com/u/anonymous_user_91481301)\
**Replies:** 4\
**Last updated:** [January 28, 2017, 8:53am UTC](https://forums.unrealengine.com/t/enabling-and-disabling-attached-static-mesh-collisions-and-visibility-using-flip-flop/308956 "2017-01-28T08:53:27Z")

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Hey Folks, in advance any and all help appreciated. I have set up a scene which has a function that turns on and off the visibility of static meshes. These static meshes are attached in a parent and child structure. …

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## [Attaching Emitter To Follow Character](https://forums.unrealengine.com/t/attaching-emitter-to-follow-character/295757)

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**Author:** [@Phalmark](https://forums.unrealengine.com/u/Phalmark)\
**Replies:** 3\
**Last updated:** [January 21, 2017, 11:08pm UTC](https://forums.unrealengine.com/t/attaching-emitter-to-follow-character/295757 "2017-01-21T23:08:35Z")

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So I’m attempting to attach an emitter to a socket on my skeletal mesh, however the problem is, the mesh data emitters aren’t following the character mesh when it’s in motion. They spawn, stick to the location they first…

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## [Different bones position depending on animation](https://forums.unrealengine.com/t/different-bones-position-depending-on-animation/381646)

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**Author:** [@MAlexD](https://forums.unrealengine.com/u/MAlexD)\
**Replies:** 0\
**Last updated:** [January 12, 2017, 11:15am UTC](https://forums.unrealengine.com/t/different-bones-position-depending-on-animation/381646 "2017-01-12T11:15:27Z")

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Hello there, I’m currently working on a project and i’ve a problem with my character animations and my guns. My character has a lot of animations attached to him (Like walk, run, jump), each animations has two states : …

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## [SetSimulatePhysics produces different results in multiplayer](https://forums.unrealengine.com/t/setsimulatephysics-produces-different-results-in-multiplayer/374678)

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**Author:** [@rob422lou](https://forums.unrealengine.com/u/rob422lou)\
**Replies:** 7\
**Last updated:** [November 14, 2016, 1:56pm UTC](https://forums.unrealengine.com/t/setsimulatephysics-produces-different-results-in-multiplayer/374678 "2016-11-14T13:56:41Z")

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I’m trying to AttachTo() multiple physics simulating objects in multiplayer. I’ve run into an issue. If SimulatePhysics is false, and then you attach objects together, that attachment will replicate. If you then enable p…

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## [Attaching a Collision Component to the Character in C++](https://forums.unrealengine.com/t/attaching-a-collision-component-to-the-character-in-c/375804)

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**Author:** [@anonymous\_user\_a96ccaee1](https://forums.unrealengine.com/u/anonymous_user_a96ccaee1)\
**Replies:** 0\
**Last updated:** [November 9, 2016, 12:06am UTC](https://forums.unrealengine.com/t/attaching-a-collision-component-to-the-character-in-c/375804 "2016-11-09T00:06:29Z")

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I’m trying to create a teleport action for my character by teleporting the character to an attached sphere collision component, whose relative location is set in front of the character (this part is done in C++). This is…

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