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Knowledge base
Pattern: InputAction Fire → GetMesh → GetSocketTransform(InSocketName='MuzzleSocket') → BreakTransform(outputs Location, Rotation) → MakeTransform(Location=SocketLocation, Rotation=SocketRotation) → SpawnActorFromClass(Class=BP_Projectile, SpawnTransform=Transform). Key: GetSocketTransform must be called on the SkeletalMeshComponent (GetMesh()), not the actor. Use 'World' TransformSpace. SpawnActorFromClass takes a full Transform, not separate Location/Rotation.