set_component_parent_socket
Attach a Blueprint component to a named bone or socket on its parent skeletal mesh to fix armor or accessory placement so it follows the character animation.
Instructions
Attach a Blueprint component to a named bone/socket on its parent SkeletalMeshComponent.
This is the correct way to make armor pieces "snap" to the right place on a character. Instead of manually tweaking relative transforms, you attach the armor SCS node to a specific bone socket (e.g. "hand_r", "spine_01", "head") and UE5 positions it automatically following skeleton animation.
Common bone socket names (UE5 Mannequin): "pelvis", "spine_01", "spine_02", "spine_03", "clavicle_l", "upperarm_l", "lowerarm_l", "hand_l", "clavicle_r", "upperarm_r", "lowerarm_r", "hand_r", "neck_01", "head", "thigh_l", "calf_l", "foot_l", "ball_l", "thigh_r", "calf_r", "foot_r", "ball_r"
Args: blueprint_name: Blueprint to modify component_name: SCS variable name of the child armor/accessory component parent_socket: Bone or socket name to attach to (e.g. "hand_r") parent_component: (optional) SCS variable name of the SkeletalMeshComponent to attach to. If omitted, only the socket name is updated on the current parent.
Returns: Dict with 'success', 'component', 'parent_socket'
KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: set_component_parent_socket(blueprint_name="/Game/MCP_Test/BP_Example", component_name="ExampleComponent", parent_socket="Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| parent_socket | Yes | ||
| blueprint_name | Yes | ||
| component_name | Yes | ||
| parent_component | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |