AActor::GetAttachParentSocketName
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintPure
Description
Walks up the attachment chain from RootComponent and returns the socket name on the parent actor's component to which this actor is attached. Returns NAME_None if this actor is not attached to a component in a different actor.
Caveats & Gotchas
- • Returns NAME_None both when there is no attachment and when the actor is attached directly to the component root (no specific socket). Always pair with GetAttachParentActor() to distinguish these cases.
- • The socket name is determined by the component the RootComponent is attached to — if intermediate attachments exist within the same actor, those socket names are not returned, only the one at the cross-actor boundary.
- • Socket names are FName comparisons; use == NAME_None rather than IsNone() for clarity, though both work.
Signature
ENGINE_API FName GetAttachParentSocketName() const Return Type
FName Example
Log the socket name when this actor is attached C++
void AWeaponActor::OnEquipped()
{
FName SocketName = GetAttachParentSocketName();
if (SocketName != NAME_None)
{
UE_LOG(LogTemp, Log, TEXT("Attached to socket: %s"), *SocketName.ToString());
}
} Tags
Version History
Introduced in: 4.11
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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