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AActor::AttachToActor

function Engine Blueprint Since 4.12
#include "GameFramework/Actor.h"
Access: public

Description

Attaches this actor's RootComponent to the RootComponent of another actor. The attached actor will follow the parent's transform.

Signature

bool AttachToActor(AActor* ParentActor, const FAttachmentTransformRules& AttachmentRules, FName SocketName = NAME_None)

Parameters

Name Type Description Default
ParentActor AActor* The actor to attach this actor's RootComponent to.
AttachmentRules const FAttachmentTransformRules& Rules controlling how location, rotation, and scale are handled at the point of attachment.
SocketName FName Optional socket on the parent actor's RootComponent to attach to. NAME_None

Return Type

bool

Caveats & Gotchas

  • This attaches root-to-root. To attach to a specific component or socket on the parent, use AttachToComponent() instead.
  • Destroying the parent actor will also destroy attached child actors. To keep the child alive after the parent is destroyed, detach before destroying the parent.

Example

Attach a dropped item actor to a character's hand socket C++
// In AMyCharacter — note: use AttachToComponent if you need a specific socket
// on a component rather than the character root.
APickup* Item = GetWorld()->SpawnActor<APickup>(PickupClass);
if (Item)
{
    Item->AttachToActor(this, FAttachmentTransformRules::SnapToTargetNotIncludingScale);
}

Version History

Introduced in: 4.12

Version Status Notes
5.6 stable

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