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
Working on Repro, but indication from engineer that this is a bug
I am not able to find world outliner how to enable it?
Installer 4.10 failed with error code R-1603
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
---|---|
Affects Versions | 4.7, 4.8 |
Created | Jun 4, 2015 |
---|---|
Resolved | Jun 5, 2015 |
Updated | Jul 14, 2021 |