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API > API/Runtime > API/Runtime/Engine
| Name | USkeletalMeshSocket |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SkeletalMeshSocket.h |
| Include Path | #include "Engine/SkeletalMeshSocket.h" |
Syntax
UCLASS (HideCategories=Object, HideCategories=Actor, BlueprintType, MinimalAPI)
class USkeletalMeshSocket : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USkeletalMeshSocket
Classes
| Name | Remarks |
|---|---|
| FSocketChangedEvent | Broadcasts a notification whenever the socket property has changed. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceAlwaysAnimated | bool | If true then the hierarchy of bones this socket is attached to will always be evaluated, even if it had previously been removed due to the current lod setting | Engine/SkeletalMeshSocket.h |
|
| BoneName | FName | Engine/SkeletalMeshSocket.h |
|
|
| RelativeLocation | FVector | Engine/SkeletalMeshSocket.h |
|
|
| RelativeRotation | FRotator | Engine/SkeletalMeshSocket.h |
|
|
| RelativeScale | FVector | Engine/SkeletalMeshSocket.h |
|
|
| SocketName | FName | Defines a named attachment location on the USkeletalMesh. | Engine/SkeletalMeshSocket.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ChangedEvent | FSocketChangedEvent | Broadcasts a notification whenever the socket property has changed. | Engine/SkeletalMeshSocket.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AttachActor
(
AActor* Actor, |
Utility to associate an actor with a socketUtility to associate an actor with a socket | Engine/SkeletalMeshSocket.h | |
void CopyFrom
(
const USkeletalMeshSocket* OtherSocket |
Utility function to copy socket. | Engine/SkeletalMeshSocket.h | |
FTransform GetSocketLocalTransform() |
Returns FTransform of Socket local transform | Engine/SkeletalMeshSocket.h |
|
FVector GetSocketLocation
(
const USkeletalMeshComponent* SkelComp |
Engine/SkeletalMeshSocket.h |
|
|
bool GetSocketMatrix
(
FMatrix& OutMatrix, |
Utility that returns the current matrix for this socket. | Engine/SkeletalMeshSocket.h | |
bool GetSocketMatrixWithOffset
(
FMatrix& OutMatrix, |
Utility that returns the current matrix for this socket with an offset. | Engine/SkeletalMeshSocket.h | |
bool GetSocketPositionWithOffset
(
FVector& OutPosition, |
Utility that returns the current position of this socket with an offset. | Engine/SkeletalMeshSocket.h | |
FTransform GetSocketTransform
(
const USkeletalMeshComponent* SkelComp |
Utility that returns the current transform for this socket. | Engine/SkeletalMeshSocket.h | |
void InitializeSocketFromLocation
(
const USkeletalMeshComponent* SkelComp, |
Sets BoneName, RelativeLocation and RelativeRotation based on closest bone to WorldLocation and WorldNormal | Engine/SkeletalMeshSocket.h |
|
FSocketChangedEvent & OnPropertyChanged() |
Engine/SkeletalMeshSocket.h | ||
void SetSocketLocalTransform
(
FTransform InTransform |
Sets the relative transform parameters of the socket to the given local FTransform | Engine/SkeletalMeshSocket.h |
|
void SetSocketParent
(
USkeletalMesh* InSkeletalMesh, |
Change the sockets parent to a new bone. The skeleton is used to validate that the bone exists | Engine/SkeletalMeshSocket.h |
|
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Engine/SkeletalMeshSocket.h | ||
virtual void Serialize
(
FArchive& Ar |
Engine/SkeletalMeshSocket.h |