The first screen shot shows the Sockets attachment options in the Blueprint Details Panel of a static mesh in an actor. As you can see, the only option is the Parent Socket name.

The problem with this is that you cannot control whether the attachment is relative or absolute, which can result in wild behaviour, such as when the scale of the parent and child do not match for example. To create a proper attachment you need to use the AttachToComponent node in the Construction Script like this.

This allows setting the Location, Rotation and Scale Rule, which is what is missing from the Sockets options in the static mesh's Details Panel in the actor's Blueprint.
Please consider adding these options into the Sockets attachment options to make setting up attachments quicker and easier without having to rely on the Construction Script.
The problem with this is that you cannot control whether the attachment is relative or absolute, which can result in wild behaviour, such as when the scale of the parent and child do not match for example. To create a proper attachment you need to use the AttachToComponent node in the Construction Script like this.
This allows setting the Location, Rotation and Scale Rule, which is what is missing from the Sockets options in the static mesh's Details Panel in the actor's Blueprint.
Please consider adding these options into the Sockets attachment options to make setting up attachments quicker and easier without having to rely on the Construction Script.
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