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Manage Mesh Sockets

Create mesh sockets directly from pivot positions. Sockets are named attachment points stored in the static mesh asset that you can reference in Blueprints for weapon mounts, particle emitters, snap points, or any location-based logic.

Create a socket from the current pivot

  1. Select an actor whose pivot is in the position where you want the socket.
  2. In the Sockets area of the Pivot Tool panel, click Create.

A new socket named Pivot (followed by a number if one already exists) is added to the mesh at the current pivot location. The socket appears in the list below.

Batch-create sockets from a preset group

To create sockets at every position in a preset group (Center, Corner, or Edge) at once:

  1. In the Pivot Preset area, right-click the preset group overlay.
  2. Select Create Sockets from the context menu.

All positions in that group are added as individual sockets. This is a fast way to set up a full grid of attachment points — for example, corner sockets on a wall panel for modular snapping.

Rename a socket

Click the socket name in the list to enter edit mode. Type the new name and press Enter to confirm, or press Esc to cancel.

Socket names must be unique within a mesh component. If you enter a name that already exists, the rename is rejected.

Delete a socket

Select one or more sockets in the list and click the Delete button, or right-click and choose Delete from the context menu.

Deleting a socket removes it from the mesh component. Any Blueprint references to that socket name will no longer resolve at runtime.

Move a socket to the current pivot

To reposition an existing socket to the current pivot location, select the socket in the list and click the Move to Pivot button. The socket's location updates to match the current pivot offset.

Focus a socket in the viewport

Click the Focus button next to a socket to move the viewport camera to that socket's world position. This is helpful for verifying socket placement on large meshes.

Display options

The Sockets area offers several display toggles:

  • Show in Viewport — render socket indicators in the 3D viewport.
  • Draw Names — display socket names as labels in the viewport.
  • Self Scale — scale socket indicators based on viewport distance.
  • Show Actor Name / Component Name — include the actor or component name in the socket list for clarity when multiple actors are selected.
  • Socket Prefix — set a default prefix for newly created sockets (default: "Pivot").

Sockets and Bake

Sockets are stored per mesh component, not per mesh asset. If you bake the mesh pivot, the socket positions remain relative to the mesh origin — which has moved. Re-check socket placement after baking.


Next: Use Blueprint Functions — automate pivot baking from editor utility scripts.