# \#parenting

**URL:** https://forums.unrealengine.com/tag/parenting/2930.md

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## [Possible addition for the migration feature to support C++? ](https://forums.unrealengine.com/t/possible-addition-for-the-migration-feature-to-support-c/2728010)

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**Author:** [@Fufutis](https://forums.unrealengine.com/u/Fufutis)\
**Replies:** 0\
**Last updated:** [June 11, 2026, 2:30pm UTC](https://forums.unrealengine.com/t/possible-addition-for-the-migration-feature-to-support-c/2728010 "2026-06-11T14:30:47Z")

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Is it possible to make the migration feature also support C++ parented blueprints because i believe its possible to do so. The migration feature works nicely for me when using it with blueprints and if i transfer the co…

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## [Can't attach objects which used to have physics](https://forums.unrealengine.com/t/cant-attach-objects-which-used-to-have-physics/1311725)

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**Author:** [@V\_vix](https://forums.unrealengine.com/u/V_vix)\
**Replies:** 1\
**Last updated:** [February 26, 2026, 11:08am UTC](https://forums.unrealengine.com/t/cant-attach-objects-which-used-to-have-physics/1311725 "2026-02-26T11:08:13Z")

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I’m making an item pickup system and I want to parent the item to the player’s spring arm when it’s picked up, but found an issue, where items which used to have enabled physics will not get attached to the component, or…

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## [Socket Attachment Lost After Level Reload When Attaching to Child Actor Component's Static Mesh Actor (Drag & Drop) ](https://forums.unrealengine.com/t/socket-attachment-lost-after-level-reload-when-attaching-to-child-actor-components-static-mesh-actor-drag-drop/2695930)

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**Author:** [@Revetronique](https://forums.unrealengine.com/u/Revetronique)\
**Replies:** 0\
**Last updated:** [January 30, 2026, 5:50am UTC](https://forums.unrealengine.com/t/socket-attachment-lost-after-level-reload-when-attaching-to-child-actor-components-static-mesh-actor-drag-drop/2695930 "2026-01-30T05:50:01Z")

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Hello everyone, I’ve encountered an issue with socket attachments in the World Outliner that behaves differently depending on the attachment method used. Environment: Unreal Engine: 5.7.1 Issue Description: I have a…

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## [Attaching Niagara system to another actor inside a BP](https://forums.unrealengine.com/t/attaching-niagara-system-to-another-actor-inside-a-bp/444305)

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**Author:** [@VirtualSurrealism](https://forums.unrealengine.com/u/VirtualSurrealism)\
**Replies:** 3\
**Last updated:** [October 1, 2024, 12:09am UTC](https://forums.unrealengine.com/t/attaching-niagara-system-to-another-actor-inside-a-bp/444305 "2024-10-01T00:09:26Z")

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Hi friends, I have a blueprint that has an array of actors from the scene, and i am spawning multiple copies of a Niagara system at the location of those actors, is it possible to attach the Niagara system to those acto…

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## [Help! Attachment lost between actors on project launch](https://forums.unrealengine.com/t/help-attachment-lost-between-actors-on-project-launch/1885153)

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**Author:** [@MistStyle](https://forums.unrealengine.com/u/MistStyle)\
**Replies:** 1\
**Last updated:** [June 3, 2024, 8:47am UTC](https://forums.unrealengine.com/t/help-attachment-lost-between-actors-on-project-launch/1885153 "2024-06-03T08:47:12Z")

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Everytime I launch my project in the project launcher, attachments I’ve done in the outliner disappears. To gain perspective: I have a actor blueprint called “LevelCube”, which is the level space a robot pawn moves upon…

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## [PaperZD. Connect different actors animations via same AnimBP](https://forums.unrealengine.com/t/paperzd-connect-different-actors-animations-via-same-animbp/1817077)

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**Author:** [@Baculek](https://forums.unrealengine.com/u/Baculek)\
**Replies:** 0\
**Last updated:** [April 23, 2024, 1:11pm UTC](https://forums.unrealengine.com/t/paperzd-connect-different-actors-animations-via-same-animbp/1817077 "2024-04-23T13:11:36Z")

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Is it possible, to make different actors, even child ones via ChildActor, to use the same AnimBP, but to use different animations? For example, I have to linked characters via ChildActor, so one is connected to the Main…

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## [How to move parent not child](https://forums.unrealengine.com/t/how-to-move-parent-not-child/488777)

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**Author:** [@unrealredist](https://forums.unrealengine.com/u/unrealredist)\
**Replies:** 5\
**Last updated:** [September 14, 2021, 2:27pm UTC](https://forums.unrealengine.com/t/how-to-move-parent-not-child/488777 "2021-09-14T14:27:52Z")

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I'm making a bullet hell can you guys plz point me in the right direction? This is the concept for the PLAYER MOVEMENT PLAYER MOVEMENT CONCEPT: There is a plane with collision set to UI, If clicked and held it will ge…

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## [AIキャラクター内の変数の取得方法](https://forums.unrealengine.com/t/ai/485039)

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**Author:** [@EMANON](https://forums.unrealengine.com/u/EMANON)\
**Replies:** 5\
**Last updated:** [June 21, 2021, 1:24am UTC](https://forums.unrealengine.com/t/ai/485039 "2021-06-21T01:24:35Z")

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AIキャラクターが何か取得したときに頭の上に表示したwidgetのカウンターが1増えるというのを作りたいと思っています。widget以外の部分はできたのですが、widget内のカウンターを表示するテキストのバインディング内部が作れずに詰まっています。 例えばプレイヤーキャラクターのThirdPersonCharacterの場合は以下の画像のBPでできる簡単なことなのですが、 フィールドに複数配置されたAIキャラクターそれぞれに同じも…

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## [Save Current or Save all causes loss of parent child relationship](https://forums.unrealengine.com/t/save-current-or-save-all-causes-loss-of-parent-child-relationship/474552)

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**Author:** [@eco\_bach2](https://forums.unrealengine.com/u/eco_bach2)\
**Replies:** 1\
**Last updated:** [November 16, 2020, 12:41pm UTC](https://forums.unrealengine.com/t/save-current-or-save-all-causes-loss-of-parent-child-relationship/474552 "2020-11-16T12:41:19Z")

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This particular issue is driving me crazy. I’m trying to parent a static mesh to another object. In this case a simple camera I will be applying random motion to. I right click the static mesh (Police\_Car in attached) i…

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## [Setting Simulate Physics to off, breaks location of my object](https://forums.unrealengine.com/t/setting-simulate-physics-to-off-breaks-location-of-my-object/473302)

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**Author:** [@IzzyAceDolphin](https://forums.unrealengine.com/u/IzzyAceDolphin)\
**Replies:** 3\
**Last updated:** [October 24, 2020, 11:47am UTC](https://forums.unrealengine.com/t/setting-simulate-physics-to-off-breaks-location-of-my-object/473302 "2020-10-24T11:47:25Z")

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Hello So I am working on a pickup drop system. I have an object that has simulate physics on. When I pick it up and use the Set Simulate Physics node to turn it off. Then I attach the object to an object attach point I …

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## [How to make a child of something the parent?](https://forums.unrealengine.com/t/how-to-make-a-child-of-something-the-parent/470894)

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**Author:** [@HoofMcPoof](https://forums.unrealengine.com/u/HoofMcPoof)\
**Replies:** 0\
**Last updated:** [September 6, 2020, 5:31am UTC](https://forums.unrealengine.com/t/how-to-make-a-child-of-something-the-parent/470894 "2020-09-06T05:31:52Z")

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I’m making a vr game and when I collide with a wall I can still move irl with vr which can sometimes mess up things like me hitting the collision of a table when I’m really 3 feet back, so I need to make the collision ca…

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## [Switch between spring arm cameras](https://forums.unrealengine.com/t/switch-between-spring-arm-cameras/469947)

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**Author:** [@PaleoNeo](https://forums.unrealengine.com/u/PaleoNeo)\
**Replies:** 3\
**Last updated:** [August 18, 2020, 1:24pm UTC](https://forums.unrealengine.com/t/switch-between-spring-arm-cameras/469947 "2020-08-18T13:24:24Z")

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Hello, I’d like to create a system where you have a Pawn with a spring arm camera that follows him around. Then you have some blueprint actors that contain trigger volumes, a camera and a spring arm. Once the pawn enter…

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## [A couple questions (inventories, parenting, animations, skeletons).](https://forums.unrealengine.com/t/a-couple-questions-inventories-parenting-animations-skeletons/456889)

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**Author:** [@Abaddon999](https://forums.unrealengine.com/u/Abaddon999)\
**Replies:** 0\
**Last updated:** [October 14, 2019, 12:34am UTC](https://forums.unrealengine.com/t/a-couple-questions-inventories-parenting-animations-skeletons/456889 "2019-10-14T00:34:05Z")

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Good night UE bros! Looking for help regarding good practices for certain stuff and the best (less resource intensive, most flexible) ways to do some things. Always talking about using blueprints, not c++. First of all…

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## [How to make 2 objects rotate together?](https://forums.unrealengine.com/t/how-to-make-2-objects-rotate-together/443663)

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**Author:** [@Re4verbot](https://forums.unrealengine.com/u/Re4verbot)\
**Replies:** 3\
**Last updated:** [February 21, 2019, 7:06am UTC](https://forums.unrealengine.com/t/how-to-make-2-objects-rotate-together/443663 "2019-02-21T07:06:05Z")

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So I have built this puzzle, and when the player makes a mistake they can reset it. When they reset it, the puzzle flips upside down with all the pieces and comes back up reset. I am having trouble getting the Artifact (…

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## [Best way to reset the positions of a puzzle?](https://forums.unrealengine.com/t/best-way-to-reset-the-positions-of-a-puzzle/442634)

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**Author:** [@Re4verbot](https://forums.unrealengine.com/u/Re4verbot)\
**Replies:** 2\
**Last updated:** [February 4, 2019, 11:15am UTC](https://forums.unrealengine.com/t/best-way-to-reset-the-positions-of-a-puzzle/442634 "2019-02-04T11:15:59Z")

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Hello I am making a puzzle system (see image below) and our idea is that all of the pieces on the grid (they are all separate actors) can reset if the player makes a mistake. On top of that, the puzzle (The floor with ri…

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## [Parent a light to a camera](https://forums.unrealengine.com/t/parent-a-light-to-a-camera/438945)

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**Author:** [@FEDERICO\_J](https://forums.unrealengine.com/u/FEDERICO_J)\
**Replies:** 1\
**Last updated:** [December 9, 2018, 8:09pm UTC](https://forums.unrealengine.com/t/parent-a-light-to-a-camera/438945 "2018-12-09T20:09:20Z")

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In Maya i just parent a light or any object to a camera and then animating the camera the object automatically connect with the camera animation. How to do in Unreal?

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## [Camera Static Error](https://forums.unrealengine.com/t/camera-static-error/426101)

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**Author:** [@anonymous\_user\_8325b2ba](https://forums.unrealengine.com/u/anonymous_user_8325b2ba)\
**Replies:** 0\
**Last updated:** [May 28, 2018, 5:42am UTC](https://forums.unrealengine.com/t/camera-static-error/426101 "2018-05-28T05:42:36Z")

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\[Album\] dsda I fixed Animation Grab Right by switching its sett…

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## [Actor explodes after re-parenting!](https://forums.unrealengine.com/t/actor-explodes-after-re-parenting/425670)

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**Author:** [@Taydra](https://forums.unrealengine.com/u/Taydra)\
**Replies:** 3\
**Last updated:** [May 23, 2018, 10:44pm UTC](https://forums.unrealengine.com/t/actor-explodes-after-re-parenting/425670 "2018-05-23T22:44:47Z")

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Ok rookie mistake here, accidently I’ve been building my main character based on Pawn instead of character. Now deep into its functionality I’ve hit roadblocks such as not being affected by physics volumes and HUD updati…

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## [If Parent/base blueprint changes does child update?](https://forums.unrealengine.com/t/if-parent-base-blueprint-changes-does-child-update/425442)

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**Author:** [@Taydra](https://forums.unrealengine.com/u/Taydra)\
**Replies:** 3\
**Last updated:** [May 18, 2018, 10:13pm UTC](https://forums.unrealengine.com/t/if-parent-base-blueprint-changes-does-child-update/425442 "2018-05-18T22:13:19Z")

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Hello a simple question but i often have problems finding how someone else has phrased a question so there may already be an answer. I have a blueprint “baseCharacter” and then create my “playerCharacter” based or parent…

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## [Blueprint widget parenting crash problem](https://forums.unrealengine.com/t/blueprint-widget-parenting-crash-problem/401323)

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**Author:** [@Rasponien](https://forums.unrealengine.com/u/Rasponien)\
**Replies:** 1\
**Last updated:** [December 5, 2017, 9:54am UTC](https://forums.unrealengine.com/t/blueprint-widget-parenting-crash-problem/401323 "2017-12-05T09:54:37Z")

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Hi! I have been trying to find a good approach how to create my UI menus in my game and I think I found the way how to do it. Just like it is popular to use component based frameworks when creating websites (Angular, Vu…

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## [Parent Character Begin Play event not working \[bug report\]](https://forums.unrealengine.com/t/parent-character-begin-play-event-not-working-bug-report/409116)

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**Author:** [@Vaheva](https://forums.unrealengine.com/u/Vaheva)\
**Replies:** 3\
**Last updated:** [November 9, 2017, 2:30pm UTC](https://forums.unrealengine.com/t/parent-character-begin-play-event-not-working-bug-report/409116 "2017-11-09T14:30:31Z")

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Hello As I found, this is not resolved bug from many versions and I think it not need additional explanation, but I can provide if need. Begin Play event in parent character not starts. Tick and other works as expected…

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## [Reparenting May Cause Data Loss](https://forums.unrealengine.com/t/reparenting-may-cause-data-loss/401974)

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**Author:** [@anonymous\_user\_0746fae6](https://forums.unrealengine.com/u/anonymous_user_0746fae6)\
**Replies:** 27\
**Last updated:** [August 15, 2017, 3:39pm UTC](https://forums.unrealengine.com/t/reparenting-may-cause-data-loss/401974 "2017-08-15T15:39:25Z")

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I’m sorry but I just don’t get what you’re saying. Make three GameInstances, one is UGameInstance. Reparent UGameInstance to a GameInstance…then reparent the final GameInstance to the UGameInstance which had its parent…

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## [How to create a widget blueprint based on a C++ Widget?](https://forums.unrealengine.com/t/how-to-create-a-widget-blueprint-based-on-a-c-widget/399997)

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**Author:** [@anonymous\_user\_d1f1f797](https://forums.unrealengine.com/u/anonymous_user_d1f1f797)\
**Replies:** 4\
**Last updated:** [July 12, 2017, 7:05pm UTC](https://forums.unrealengine.com/t/how-to-create-a-widget-blueprint-based-on-a-c-widget/399997 "2017-07-12T19:05:59Z")

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And to answer your side question yes, parenting is pretty much the same in many languages, in C++ the child gets treated pretty much the same as in Java, some caveats are: C++ can extend from multiple classes, never do t…

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## [Issues with rotation of components attached to camera in VR mode](https://forums.unrealengine.com/t/issues-with-rotation-of-components-attached-to-camera-in-vr-mode/399828)

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**Author:** [@Aszutai](https://forums.unrealengine.com/u/Aszutai)\
**Replies:** 1\
**Last updated:** [July 8, 2017, 4:08am UTC](https://forums.unrealengine.com/t/issues-with-rotation-of-components-attached-to-camera-in-vr-mode/399828 "2017-07-08T04:08:28Z")

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Say I have a widget interaction component attached to a camera (pawn camera), the widget interaction component acts fine when playing in view port, following the camera closely and without delays. Once I play the same s…

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## [Converting a hierarchical group of static meshes into a blueprint?](https://forums.unrealengine.com/t/converting-a-hierarchical-group-of-static-meshes-into-a-blueprint/364635)

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**Author:** [@anonymous\_user\_6dd044d41](https://forums.unrealengine.com/u/anonymous_user_6dd044d41)\
**Replies:** 3\
**Last updated:** [July 6, 2017, 12:58pm UTC](https://forums.unrealengine.com/t/converting-a-hierarchical-group-of-static-meshes-into-a-blueprint/364635 "2017-07-06T12:58:13Z")

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Currently i have a object consisting of many static meshes (that are also parented to eachother) in my scene. However in order to drive this object i have to put this collection in Blueprint. The problem is that when i…

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## [Issue with Parenting Motion Controller Components to Camera in Pawn](https://forums.unrealengine.com/t/issue-with-parenting-motion-controller-components-to-camera-in-pawn/399089)

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**Author:** [@anonymous\_user\_027eb216](https://forums.unrealengine.com/u/anonymous_user_027eb216)\
**Replies:** 1\
**Last updated:** [June 28, 2017, 5:37pm UTC](https://forums.unrealengine.com/t/issue-with-parenting-motion-controller-components-to-camera-in-pawn/399089 "2017-06-28T17:37:27Z")

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I feel like parenting the Motion Controllers to the camera is not what you want to do? Since you wouldn’t want them to move when you look around. Should you not parent the motion controllers to something above the came…

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## [Parenting eyes to skeletal mesh?](https://forums.unrealengine.com/t/parenting-eyes-to-skeletal-mesh/386884)

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**Author:** [@Corweee](https://forums.unrealengine.com/u/Corweee)\
**Replies:** 0\
**Last updated:** [March 3, 2017, 10:10pm UTC](https://forums.unrealengine.com/t/parenting-eyes-to-skeletal-mesh/386884 "2017-03-03T22:10:55Z")

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I was just curious as to what the right procedure is for attaching eyes to a skeletal mesh? In Maya I can just parent the eyes to the rig joints but I’m not sure that will translate properly into Unreal.

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## [Simulating attached parented objects as a single physics object](https://forums.unrealengine.com/t/simulating-attached-parented-objects-as-a-single-physics-object/386244)

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**Author:** [@anonymous\_user\_cd1fa529](https://forums.unrealengine.com/u/anonymous_user_cd1fa529)\
**Replies:** 0\
**Last updated:** [February 26, 2017, 8:52am UTC](https://forums.unrealengine.com/t/simulating-attached-parented-objects-as-a-single-physics-object/386244 "2017-02-26T08:52:04Z")

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Hi Guys Okay I have problems with a crafting system.After struggling for some time another developer helped me to setup a crafting system using physics.The system involves picking up and dropping physics object on each …

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## [Re-parenting a deleted Blueprint](https://forums.unrealengine.com/t/re-parenting-a-deleted-blueprint/383914)

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**Author:** [@DeOceanPirate](https://forums.unrealengine.com/u/DeOceanPirate)\
**Replies:** 1\
**Last updated:** [February 4, 2017, 3:23pm UTC](https://forums.unrealengine.com/t/re-parenting-a-deleted-blueprint/383914 "2017-02-04T15:23:40Z")

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Hi, I have deleted a blueprint that was used as a parent, and now several other blueprints fail to load because of this error, the UE4 keeps crashing when ever I try to load any of these blueprints that had that as a par…

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## [Do I need to chain-call to parent my damage events from bottom to top or can I just leave?and have them fire independently?](https://forums.unrealengine.com/t/do-i-need-to-chain-call-to-parent-my-damage-events-from-bottom-to-top-or-can-i-just-leave-and-have-them-fire-independently/379438)

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**Author:** [@SwordsKeyboard](https://forums.unrealengine.com/u/SwordsKeyboard)\
**Replies:** 1\
**Last updated:** [December 16, 2016, 4:27am UTC](https://forums.unrealengine.com/t/do-i-need-to-chain-call-to-parent-my-damage-events-from-bottom-to-top-or-can-i-just-leave-and-have-them-fire-independently/379438 "2016-12-16T04:27:07Z")

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Say I have 3 blueprints A,B,C that are children of each other with “A” being at the top Each blueprint has its own damage event that does something unique, do I need to call to parent on each one or will they fire indep…

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