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Manage mesh sockets

Create mesh sockets directly from pivot positions. Sockets give you named attachment points for snap points, spawning, or attachments.

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, click Socket.

A new socket is created at the current pivot location and appears in the socket list below.

Batch-create sockets from a preset group

To create sockets at every position in a preset group:

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

Pivot Tool adds each position in that group as a separate socket.

Rename a socket

Click the socket name in the list to rename it, then press Enter to confirm or Esc to cancel.

Socket names must be unique within the target component. Save the asset if you want the rename to persist.

Delete a socket

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

Deleting a socket removes it from the selected component's socket data. Any Blueprint references that use that name stop resolving.

Move a socket to the current pivot

To move a socket to the current pivot, select the socket, right-click it, and choose Move Socket to Pivot.

Focus a socket in the viewport

To inspect a socket in the level, click Focus next to that socket or choose Focus in viewport from the context menu.

Display options

The Sockets toolbar and options menu include these display controls:

  • Draw — toggle socket drawing in the viewport.
  • Draw Socket Name — draw socket names in the viewport.
  • Draw Socket Self Scale — draw sockets using their own scale instead of the component scale.
  • Show Actor Name — prepend the actor name in the socket list.
  • Show Component Name — prepend the component name in the socket list.
  • New Socket Prefix — set the default text used for new socket names.
  • Socket Draw Size — change the viewport size of the socket marker.

Sockets and Bake

To verify socket placement after a bake, review the socket list and viewport markers. A pivot bake changes the mesh origin, so socket positions may need another pass.


Next: Use Blueprint Functions to automate pivot baking from editor utilities.