add_attach_actor_to_component_node
Adds a runtime attachment node to a Blueprint for securing actors to components, enabling weapon pickups or vehicle mounting. Configure location, rotation, scale, and physics weld rules.
Instructions
Add an AttachActorToComponent node.
From Ch. 15: Attaches an actor to a component at runtime. Used for dynamic attachment (e.g., weapon pickup, mounting to vehicles).
Attachment rules:
"KeepRelative": Maintain current relative transform
"KeepWorld": Maintain current world transform (recalculate relative)
"SnapToTarget": Reset to component's origin
Args: blueprint_name: Blueprint to add the node to location_rule: Location attachment rule rotation_rule: Rotation attachment rule scale_rule: Scale attachment rule weld_simulated_bodies: Weld physics bodies together node_position: [X, Y] graph position
KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: add_attach_actor_to_component_node(blueprint_name="/Game/MCP_Test/BP_Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| scale_rule | No | KeepRelative | |
| location_rule | No | KeepRelative | |
| node_position | No | ||
| rotation_rule | No | KeepRelative | |
| blueprint_name | Yes | ||
| weld_simulated_bodies | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |