Description

Cannot choose attachment bone for child components in C++

We have a user attempting to parent a mesh to a skeletal mesh, but he cannot attach to a specific bone on the parent causing everything that is attached to go to the root

From [NameRemoved]:

ChildActorComponent currently doesn't have the ability to choose an attachment bone exposed, but it could. From ChildActorComponent.cpp:

ChildActor->AttachRootComponentTo(this, NAME_None, EAttachLocation::SnapToTargetIncludingScale);

That NAME_None is the attachment bone/socket. If this was turned into a property that users could set as desired it would solve his problem. In my opinion this is the best solution, I'm not sure why it wasn't done like this, but it would be a simple change to make

Steps to Reproduce

Working on Repro, but indication from engineer that this is a bug

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

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By Design
ComponentUE - Gameplay
Affects Versions4.74.8
CreatedJun 4, 2015
ResolvedJun 5, 2015
UpdatedJul 14, 2021
View Jira Issue