Attach Actor To Component: Difference between revisions

From Unreal Wiki
Jump to navigation Jump to search
Created page with "Category:Components Category:Blueprints Using the Node Attach Actor To Component you specify the parent which is a mesh, however the target is a Actor this can be a blueprint. Whats interesting is you don't need to specify the mesh of the blueprint, it seems to just know. If you wanted a gun you would first Spawn in the blueprint, than set the blueprint as the target. You can connect to the blueprint to the correct socket and it will spawn the blueprint's mesh..."
 
No edit summary
Line 9: Line 9:
You can connect to the blueprint to the correct socket and it will spawn the blueprint's mesh
You can connect to the blueprint to the correct socket and it will spawn the blueprint's mesh
in the correct location.
in the correct location.
This only works if you don't edit the meshes location or rotation in the viewport of the blueprint,
when I did edit the meshes transform it no longer matched the preview mesh in the Skeletal mesh editor
meaning it assumes that you are attaching at 0,0,0 and it will correct the offset depending on your socket.
You should also be aware that Attaching a component will automatically move it when the parent component moves
so if the arm rises the gun or equipped piece will to

Revision as of 01:55, 12 February 2025


Using the Node Attach Actor To Component you specify the parent which is a mesh, however the target is a Actor this can be a blueprint. Whats interesting is you don't need to specify the mesh of the blueprint, it seems to just know.

If you wanted a gun you would first Spawn in the blueprint, than set the blueprint as the target. You can connect to the blueprint to the correct socket and it will spawn the blueprint's mesh in the correct location.


This only works if you don't edit the meshes location or rotation in the viewport of the blueprint, when I did edit the meshes transform it no longer matched the preview mesh in the Skeletal mesh editor meaning it assumes that you are attaching at 0,0,0 and it will correct the offset depending on your socket.

You should also be aware that Attaching a component will automatically move it when the parent component moves so if the arm rises the gun or equipped piece will to