unreal.SkeletalMeshSocket¶
- class unreal.SkeletalMeshSocket(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectSkeletal Mesh Socket
C++ Source:
Module: Engine
File: SkeletalMeshSocket.h
Editor Properties: (see get_editor_property/set_editor_property)
bone_name(Name): [Read-Only]force_always_animated(bool): [Read-Write] If true then the hierarchy of bones this socket is attached to will always beevaluated, even if it had previously been removed due to the current lod setting
relative_location(Vector): [Read-Write]relative_rotation(Rotator): [Read-Write]relative_scale(Vector): [Read-Write]socket_name(Name): [Read-Only] Defines a named attachment location on the USkeletalMesh. These are set up in editor and used as a shortcut instead of specifying everything explicitly to AttachComponent in the SkeletalMeshComponent. The Outer of a SkeletalMeshSocket should always be the USkeletalMesh.
- property force_always_animated: bool¶
[Read-Only] 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
- Type:
(bool)
- get_socket_location(skel_comp) Vector¶
Get Socket Location
- Parameters:
skel_comp (SkeletalMeshComponent)
- Return type:
- initialize_socket_from_location(skel_comp, world_location, world_normal) None¶
Sets BoneName, RelativeLocation and RelativeRotation based on closest bone to WorldLocation and WorldNormal
- Parameters:
skel_comp (SkeletalMeshComponent)
world_location (Vector)
world_normal (Vector)
- set_socket_local_transform(transform) None¶
Sets the relative transform parameters of the socket to the given local FTransform
- Parameters:
transform (Transform)
- set_socket_parent(skeletal_mesh, bone_name) None¶
Change the sockets parent to a new bone. The skeleton is used to validate that the bone exists
- Parameters:
skeletal_mesh (SkeletalMesh)
bone_name (Name)
- property socket_name: Name¶
[Read-Only] Defines a named attachment location on the USkeletalMesh. These are set up in editor and used as a shortcut instead of specifying everything explicitly to AttachComponent in the SkeletalMeshComponent. The Outer of a SkeletalMeshSocket should always be the USkeletalMesh.
- Type:
(Name)