attach_blueprint_component
Parent an SCS component under another component, native root, or inherited native scene component so sockets on inherited meshes become reachable.
Instructions
Parent an existing SCS component under another component (or the native root). The parent may be an SCS component of this Blueprint OR a NATIVE inherited scene component from a parent C++ class (e.g. ACharacter's "CharacterMesh0" or the native capsule) -- when the name is not an SCS node and is not the native root, it is resolved from the parent-class CDO and the child is parented to it natively (bIsParentComponentNative=true). This makes sockets on inherited native meshes reachable (e.g. a socket under CharacterMesh0 at "spine_4", or a ChildActor attached at "spine_2").
Returns: { blueprint_name, component_name, parent, parent_is_native, attach_socket, already_attached }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk. | |
| socket_name | No | Optional socket/bone name on the parent (AttachToName) | |
| blueprint_name | No | Name of the blueprint | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| component_name | Yes | Name of the SCS component to attach (the child) | |
| parent_component_name | No | Optional parent component name; omit / "root" / the native root name attaches to the native root component. May also name a NATIVE inherited scene component (e.g. "CharacterMesh0") to parent the child natively to it. |