Skip to content
BleuRaven edited this page Oct 3, 2025 · 7 revisions

Sockets

It is possible to create sockets (Static/SkeletalMesh) for your Assets directly in Blender.

  1. Create an Empty object, it will be your socket point.
    • An asset can contain multiple sockets, but each socket must use a different object.
  2. Select your socket point(s) (The empty object) and at the end, select the owner object.
    • For the SkeletalMesh, select the Empty(s) then the owner bone in PoseMode.
  3. Open Collisions and Sockets panel and click on the appropriate button to convert the selection to socket (Converted collider are now the child of the asset).
    • About StaticMeshes: Socket doc.

    • If you want to create a capsule, use 2 spheres in the same object.

    • If a "Not exported" child contains a socket, the socket will not be exported as the child.

    • If you change the name of the object that contains a socket you will need to click on the Check potential errors button to update hierarchy name of all the colliders and sockets.

The addon will export the socket with +90 degrees on X. You have an option for this in addon preferences

Blender does not allow you to have multiple objects having the same name. If you need multiple objects with the same socket names, you can set a custom name used at export in Collisions and Sockets panel.

For Skeletal Mesh sockets you can use the generate copy / paste in "Tool" -> "Collision and Socket" -> "Copy Skeletal Mesh socket for Unreal" And paste directly in your skeletal mesh. ExportAssetDocCopySkeletalMeshSocket

For the moment, it is not possible to import the sockets directly with the Skeletal Mesh, so you need to use the copy / paste. This is due to the python implementation of Unreal Engine which no longer supports adding sockets for skeletal mesh.

Asset Example

Clone this wiki locally