# \#detach

**URL:** https://forums.unrealengine.com/tag/detach/3648.md

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## [Character stuck in air after detachment](https://forums.unrealengine.com/t/character-stuck-in-air-after-detachment/2660845)

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**Author:** [@LMXLion](https://forums.unrealengine.com/u/LMXLion)\
**Replies:** 2\
**Last updated:** [September 30, 2025, 1:42pm UTC](https://forums.unrealengine.com/t/character-stuck-in-air-after-detachment/2660845 "2025-09-30T13:42:05Z")

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I’m currently working on a choke animation where my AI character grabs the player by the neck. I have successfully attached the player to the AI’s skeletal mesh using AttachComponentToComponent on the socket (LeftHandSoc…

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## [Detach an actor problem](https://forums.unrealengine.com/t/detach-an-actor-problem/427617)

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**Author:** [@GreenEclipse](https://forums.unrealengine.com/u/GreenEclipse)\
**Replies:** 2\
**Last updated:** [February 18, 2025, 5:50am UTC](https://forums.unrealengine.com/t/detach-an-actor-problem/427617 "2025-02-18T05:50:56Z")

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Hey I am trying to create an ability where player A can grab player B. So they are together and the player A decides when and where to toss the Player B.I’ve managed to get it working by attaching the player B to player…

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## [Detach from Actor removes all child component attachments](https://forums.unrealengine.com/t/detach-from-actor-removes-all-child-component-attachments/2111422)

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**Author:** [@AGuyCalledRevive](https://forums.unrealengine.com/u/AGuyCalledRevive)\
**Replies:** 0\
**Last updated:** [November 8, 2024, 2:47pm UTC](https://forums.unrealengine.com/t/detach-from-actor-removes-all-child-component-attachments/2111422 "2024-11-08T14:47:29Z")

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Hello I am trying to detacttch and then reattach weapons on to my player character. I can easily attach the weapon, detach and then pick up another weapon but attempting to reattach the actor using the same function but…

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## [Solved: When I unmount (detach) the player from a pawn he has an offset](https://forums.unrealengine.com/t/solved-when-i-unmount-detach-the-player-from-a-pawn-he-has-an-offset/462135)

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**Author:** [@Obiwahn89](https://forums.unrealengine.com/u/Obiwahn89)\
**Replies:** 5\
**Last updated:** [November 4, 2024, 5:10am UTC](https://forums.unrealengine.com/t/solved-when-i-unmount-detach-the-player-from-a-pawn-he-has-an-offset/462135 "2024-11-04T05:10:10Z")

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Hey guys, I switched from Godot to UE4 3 days ago with the goal of porting my game to this powerful engine. Thanks to some great tutorials out there I quickly managed to set up a basic movement and import my assets. I a…

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## [Camera detaches itself when saving?](https://forums.unrealengine.com/t/camera-detaches-itself-when-saving/443950)

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**Author:** [@spmky](https://forums.unrealengine.com/u/spmky)\
**Replies:** 6\
**Last updated:** [February 15, 2024, 6:54pm UTC](https://forums.unrealengine.com/t/camera-detaches-itself-when-saving/443950 "2024-02-15T18:54:19Z")

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I have an empty scene, added an Empty Actor and a CineCamera Actor. When I ‘Attach’ the camera to the Actor, it detaches itself when I save the level. All is well until I save. What’s going on? What am I doing wrong? See…

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## [Detach From Actor が機能しない](https://forums.unrealengine.com/t/detach-from-actor/1280711)

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**Author:** [@turbotanaka](https://forums.unrealengine.com/u/turbotanaka)\
**Replies:** 1\
**Last updated:** [February 9, 2024, 6:12pm UTC](https://forums.unrealengine.com/t/detach-from-actor/1280711 "2024-02-09T18:12:44Z")

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Construction Script上で条件に合ったアクターをAttach Actorで親子関係に設定するようにしているのですが、逆に条件から外れたアクターを外そうとDetach From Actorを実行しても親子関係が外れません。アタッチができてデタッチが出来ないことはないと思うのですが、何度試してもデタッチだけが機能しません。 ・Construction Scriptから子の関数を呼び出して実行 ・Construction …

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## [Call Modify in Detach From Component](https://forums.unrealengine.com/t/call-modify-in-detach-from-component/1428610)

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**Author:** [@Sodercas](https://forums.unrealengine.com/u/Sodercas)\
**Replies:** 1\
**Last updated:** [November 28, 2023, 12:20pm UTC](https://forums.unrealengine.com/t/call-modify-in-detach-from-component/1428610 "2023-11-28T12:20:24Z")

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Hi! Can somebody explain me, how works parameter “Call Modify” in Detach From Component? I try different combinations of use this parameter, but cant see any results. Cant find any information about that…

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## [How can I attach and detach a trailer to my truck](https://forums.unrealengine.com/t/how-can-i-attach-and-detach-a-trailer-to-my-truck/355219)

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**Author:** [@anonymous\_user\_1b85e606](https://forums.unrealengine.com/u/anonymous_user_1b85e606)\
**Replies:** 1\
**Last updated:** [December 15, 2022, 2:43am UTC](https://forums.unrealengine.com/t/how-can-i-attach-and-detach-a-trailer-to-my-truck/355219 "2022-12-15T02:43:07Z")

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I have a truck with 4 wheels . I use vehicle movement class and now I want to attach and detach a trailer to my truck when I press a button and I don’t know how . Any ideea ?

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## [Meshes that are no longer attached continue generate collision where they used to be](https://forums.unrealengine.com/t/meshes-that-are-no-longer-attached-continue-generate-collision-where-they-used-to-be/482925)

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**Author:** [@Tuerer](https://forums.unrealengine.com/u/Tuerer)\
**Replies:** 1\
**Last updated:** [May 5, 2021, 10:39am UTC](https://forums.unrealengine.com/t/meshes-that-are-no-longer-attached-continue-generate-collision-where-they-used-to-be/482925 "2021-05-05T10:39:18Z")

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This is a weird one. I’m trying to setup this simple AI Enemy which is a flying acorn: When I kill this enemy, I want its body and wings to fly into different directions, so I call Detach From Component on the wings …

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## [Detach actor from component?](https://forums.unrealengine.com/t/detach-actor-from-component/314786)

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**Author:** [@ItsScotch](https://forums.unrealengine.com/u/ItsScotch)\
**Replies:** 5\
**Last updated:** [March 16, 2021, 10:21am UTC](https://forums.unrealengine.com/t/detach-actor-from-component/314786 "2021-03-16T10:21:03Z")

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I have attached an “actor blueprint” to my character’s “component” using "Attach actor to component. now how can i detach it so it can start simulating physics again?

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## [Detach From Actor doesn't work](https://forums.unrealengine.com/t/detach-from-actor-doesnt-work/371670)

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**Author:** [@anonymous\_user\_3384b870](https://forums.unrealengine.com/u/anonymous_user_3384b870)\
**Replies:** 8\
**Last updated:** [October 22, 2020, 12:34pm UTC](https://forums.unrealengine.com/t/detach-from-actor-doesnt-work/371670 "2020-10-22T12:34:50Z")

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Hello people. I’vebeen trying to use a simple attach and detach script but it doesn’t want to work. As you can see in the image, i attach my player to an actor. then when i press space (or in this case my actionmapp…

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## [Player detach from horse when exiting water physics volume , Why?](https://forums.unrealengine.com/t/player-detach-from-horse-when-exiting-water-physics-volume-why/472742)

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**Author:** [@razmaz51](https://forums.unrealengine.com/u/razmaz51)\
**Replies:** 0\
**Last updated:** [October 11, 2020, 1:07am UTC](https://forums.unrealengine.com/t/player-detach-from-horse-when-exiting-water-physics-volume-why/472742 "2020-10-11T01:07:22Z")

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Hi , i have horse riding in game , and it works fine , and when i enter a water bp physics volume , it still is good , but when i get out of the water , there is like a small “jerk” and it seems character detaches sort …

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## [Detach From Actor No Longer has Physics](https://forums.unrealengine.com/t/detach-from-actor-no-longer-has-physics/468247)

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**Author:** [@FishOmelette](https://forums.unrealengine.com/u/FishOmelette)\
**Replies:** 4\
**Last updated:** [July 17, 2020, 7:48am UTC](https://forums.unrealengine.com/t/detach-from-actor-no-longer-has-physics/468247 "2020-07-17T07:48:54Z")

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How do I simulate physics on an actor once it’s been detached from another actor? Currently it remains floating in mid air. I have tried to “Set Simulate Physics” to true on the mesh (which I’ve set as the root component…

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## [I need help detaching the disconnected blocks from the main structure](https://forums.unrealengine.com/t/i-need-help-detaching-the-disconnected-blocks-from-the-main-structure/456432)

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**Author:** [@spynorbays](https://forums.unrealengine.com/u/spynorbays)\
**Replies:** 1\
**Last updated:** [October 4, 2019, 11:33pm UTC](https://forums.unrealengine.com/t/i-need-help-detaching-the-disconnected-blocks-from-the-main-structure/456432 "2019-10-04T23:33:04Z")

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I made a basic Space-Engineers/Empyrion type dynamic building system by attaching all the blocks to one root actor that has physics enabled, then setting simulate physics to false on all the attached blocks. This way I …

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## [DetachFromActor doesn't seem to do anything](https://forums.unrealengine.com/t/detachfromactor-doesnt-seem-to-do-anything/453096)

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**Author:** [@sealfoss](https://forums.unrealengine.com/u/sealfoss)\
**Replies:** 0\
**Last updated:** [July 30, 2019, 6:46pm UTC](https://forums.unrealengine.com/t/detachfromactor-doesnt-seem-to-do-anything/453096 "2019-07-30T18:46:50Z")

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I have a blueprint Actor class that can attach to other instances of the same class. To accomplish attaching to other Actors, this Actor uses the AttachToActor blueprint node. I’m not using a socket name. Location, Rot…

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## [Removing Object From Parent In Matinee](https://forums.unrealengine.com/t/removing-object-from-parent-in-matinee/440577)

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**Author:** [@Dreamcastgamer](https://forums.unrealengine.com/u/Dreamcastgamer)\
**Replies:** 0\
**Last updated:** [January 4, 2019, 6:08am UTC](https://forums.unrealengine.com/t/removing-object-from-parent-in-matinee/440577 "2019-01-04T06:08:18Z")

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Might seem a little odd, but iv tried a few weeks to figure this out and have had little results. So im trying to animate a object in manitee that is going to travel a great distance. Attached to this object are several…

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## [Detach static mesh from character socket at a certain time](https://forums.unrealengine.com/t/detach-static-mesh-from-character-socket-at-a-certain-time/439860)

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**Author:** [@anonymous\_user\_27f39bd7](https://forums.unrealengine.com/u/anonymous_user_27f39bd7)\
**Replies:** 0\
**Last updated:** [December 20, 2018, 2:45pm UTC](https://forums.unrealengine.com/t/detach-static-mesh-from-character-socket-at-a-certain-time/439860 "2018-12-20T14:45:59Z")

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Hi, Im trying to detach a static mesh from a socket in a character, I tried in the construction blueprint but the detachment ocurrs at the begining, and I can not add a delay. this is what Im trying currently, but it do…

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## [Can't detach wepon/actor from mesh](https://forums.unrealengine.com/t/cant-detach-wepon-actor-from-mesh/437755)

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**Author:** [@Veathen](https://forums.unrealengine.com/u/Veathen)\
**Replies:** 6\
**Last updated:** [November 17, 2018, 5:02pm UTC](https://forums.unrealengine.com/t/cant-detach-wepon-actor-from-mesh/437755 "2018-11-17T17:02:32Z")

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Im using a free inventory system from the epic games store link is bellow and i am using the use item event to create a hatchet and set a variable and give the hachet back and when that variable is true to detatch the ha…

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## [Cant remove actor from socket](https://forums.unrealengine.com/t/cant-remove-actor-from-socket/377257)

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**Author:** [@anonymous\_user\_911543fd](https://forums.unrealengine.com/u/anonymous_user_911543fd)\
**Replies:** 3\
**Last updated:** [November 17, 2018, 10:35am UTC](https://forums.unrealengine.com/t/cant-remove-actor-from-socket/377257 "2018-11-17T10:35:35Z")

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Hey guys! I am trying to detach a actor (baseball bat blueprint) from a socket (skeletal mesh hand) and after getting the socket working properly now I cant seem to drop it from the socket. Below you can see my custom …

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## [Detaching A Weapon Help](https://forums.unrealengine.com/t/detaching-a-weapon-help/430589)

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**Author:** [@MrKarmaCx](https://forums.unrealengine.com/u/MrKarmaCx)\
**Replies:** 1\
**Last updated:** [July 30, 2018, 11:12pm UTC](https://forums.unrealengine.com/t/detaching-a-weapon-help/430589 "2018-07-30T23:12:39Z")

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Hello everyone, so what i’m doing is that I created a blueprint actor and added the weapon, and when i collide with it, it will get attached to the player’s socket (hand). So I created a widget with the weapon’s icon wi…

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## ['Detach Actor' Destroys Actor?](https://forums.unrealengine.com/t/detach-actor-destroys-actor/377122)

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**Author:** [@anonymous\_user\_a90268ad](https://forums.unrealengine.com/u/anonymous_user_a90268ad)\
**Replies:** 5\
**Last updated:** [July 15, 2018, 10:11pm UTC](https://forums.unrealengine.com/t/detach-actor-destroys-actor/377122 "2018-07-15T22:11:29Z")

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I’m currently trying to attach an actor to a car as a component on overlap, and then detach them after a variable trigger (i.e. a delay). Currently, the Attach works fine, but after the specified delay that I am using in…

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## [VInterp To not working](https://forums.unrealengine.com/t/vinterp-to-not-working/429074)

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**Author:** [@anonymous\_user\_958d3c12](https://forums.unrealengine.com/u/anonymous_user_958d3c12)\
**Replies:** 1\
**Last updated:** [July 10, 2018, 2:18pm UTC](https://forums.unrealengine.com/t/vinterp-to-not-working/429074 "2018-07-10T14:18:26Z")

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I’m trying to get a static mesh to glide back to the point it was picked up at, after it is dropped. I can get it to snap back instantly to the original location using set world location if I input the new location as Or…

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## [Detach pawn from curve path follow](https://forums.unrealengine.com/t/detach-pawn-from-curve-path-follow/428381)

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**Author:** [@live4film](https://forums.unrealengine.com/u/live4film)\
**Replies:** 0\
**Last updated:** [June 29, 2018, 8:09pm UTC](https://forums.unrealengine.com/t/detach-pawn-from-curve-path-follow/428381 "2018-06-29T20:09:21Z")

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I have an enemy pawn following a path way up in the sky in my level, once I shoot and deplete its health, I want it to detach from the the curve it’s following and then just fall down as a physics object. It needs to hav…

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## [ブループリントアイテムのアタッチについて](https://forums.unrealengine.com/t/topic/424611)

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**Author:** [@Anonymous\_6c34735644e2a053ad9e550d96521030](https://forums.unrealengine.com/u/Anonymous_6c34735644e2a053ad9e550d96521030)\
**Replies:** 8\
**Last updated:** [May 8, 2018, 3:23pm UTC](https://forums.unrealengine.com/t/topic/424611 "2018-05-08T15:23:41Z")

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お世話になっております。 現在、「武器などで叩くとリンゴを落とす木」を作ろうと試みており、ひとまずスケルトンのある敵キャラクターにリンゴのブループリントをアタッチするテストしてみました。このリンゴには、「プレイヤーが触るとアイテムを取得できる」処理が書かれています。 しかし、ビューポートの詳細からソケットに割り当てる方法と、コンストラクションスクリプトでの\[Attach To~\]でソケットに割り当てる方法を試してみたのですが、…

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## [Destroy actor without destroying children?](https://forums.unrealengine.com/t/destroy-actor-without-destroying-children/421054)

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**Author:** [@Gravedrinker](https://forums.unrealengine.com/u/Gravedrinker)\
**Replies:** 9\
**Last updated:** [March 28, 2018, 10:02pm UTC](https://forums.unrealengine.com/t/destroy-actor-without-destroying-children/421054 "2018-03-28T22:02:30Z")

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I have a piece of road that spawns an obstacle in one of three slots in its construction events. And by spawning I mean it adds a child actor component. I now want these child actor components (obstacles) to continue to …

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## [Detaching a particle emitter from Parent BP?](https://forums.unrealengine.com/t/detaching-a-particle-emitter-from-parent-bp/353174)

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**Author:** [@CubitStudios](https://forums.unrealengine.com/u/CubitStudios)\
**Replies:** 7\
**Last updated:** [November 3, 2017, 11:39pm UTC](https://forums.unrealengine.com/t/detaching-a-particle-emitter-from-parent-bp/353174 "2017-11-03T23:39:17Z")

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Hello, So, lets say I have a rocket which has a particle emitter spawned and attached to it for a smoke trail. What method would you recommend to DETACH the particle smoke trail from the rocket once it explodes and dest…

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## [Detach from Actor causes wrong tilt on Possess](https://forums.unrealengine.com/t/detach-from-actor-causes-wrong-tilt-on-possess/408430)

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**Author:** [@AJ\_Graphix](https://forums.unrealengine.com/u/AJ_Graphix)\
**Replies:** 1\
**Last updated:** [October 31, 2017, 7:58pm UTC](https://forums.unrealengine.com/t/detach-from-actor-causes-wrong-tilt-on-possess/408430 "2017-10-31T19:58:40Z")

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Hi, I attach my character (the rider, GREEN) at a socket on my “horse-like” character (RED) via the function below. The “horse” tilts side to side in its idle pose. If I detach my character from the “horse”, the view rot…

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## [Z value for velocity of detached actor is always 0 when FPS \< 60](https://forums.unrealengine.com/t/z-value-for-velocity-of-detached-actor-is-always-0-when-fps-60/406649)

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**Author:** [@Tamlin](https://forums.unrealengine.com/u/Tamlin)\
**Replies:** 0\
**Last updated:** [October 10, 2017, 2:48pm UTC](https://forums.unrealengine.com/t/z-value-for-velocity-of-detached-actor-is-always-0-when-fps-60/406649 "2017-10-10T14:48:03Z")

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I’m working on a project (in Unreal Engine 4.17.1) which is playable in both VR and on desktop. In VR we use the same method for picking up and throwing objects that is used in the VR template, i.e. attach and detach. It…

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## [Jerks in camera complex moving](https://forums.unrealengine.com/t/jerks-in-camera-complex-moving/319131)

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**Author:** [@Sashka](https://forums.unrealengine.com/u/Sashka)\
**Replies:** 1\
**Last updated:** [September 24, 2017, 12:38pm UTC](https://forums.unrealengine.com/t/jerks-in-camera-complex-moving/319131 "2017-09-24T12:38:26Z")

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In my game, there is a button “View the selected object.” On it is pressed: 1) I spawn a CameraActor at the location of my character’s camera. I attach a CameraComponent of this spawned Camera to my character’s springa…

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## [4.16 Attach and Detach Static Mesh from Socket](https://forums.unrealengine.com/t/4-16-attach-and-detach-static-mesh-from-socket/402007)

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**Author:** [@KJHille](https://forums.unrealengine.com/u/KJHille)\
**Replies:** 4\
**Last updated:** [August 18, 2017, 7:17pm UTC](https://forums.unrealengine.com/t/4-16-attach-and-detach-static-mesh-from-socket/402007 "2017-08-18T19:17:32Z")

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That’s what I’ve seen but it doesn’t actually allow me to connect the lantern to the target spot. That’s where my problem is. The only way that I’ve been able to get it connected is with that “Get Owner”

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