unreal.SkeletalMeshSocket
¶
- class unreal.SkeletalMeshSocket(outer=None, name='None')¶
Bases:
unreal.Object
Skeletal Mesh Socket
C++ Source:
Module: Engine
File: SkeletalMeshSocket.h
Editor Properties: (see get_editor_property/set_editor_property)
bone_name
(Name): [Read-Only] Bone Nameforce_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 Locationrelative_rotation
(Rotator): [Read-Write] Relative Rotationrelative_scale
(Vector): [Read-Write] Relative Scalesocket_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¶
[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) –
- Returns
- 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) –
- property socket_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)