unreal.SkeletalMeshSocket

class unreal.SkeletalMeshSocket(outer: Object | None = None, name: Name | str = 'None')

Bases: 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]

  • force_always_animated (bool): [Read-Write] 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

  • 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 bone_name: Name

[Read-Only]

Type:

(Name)

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_local_transform() Transform

returns FTransform of Socket local transform

Return type:

Transform

get_socket_location(skel_comp) Vector

Get Socket Location

Parameters:

skel_comp (SkeletalMeshComponent)

Return type:

Vector

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:
property relative_location: Vector

[Read-Only]

Type:

(Vector)

property relative_rotation: Rotator

[Read-Only]

Type:

(Rotator)

property relative_scale: Vector

[Read-Only]

Type:

(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:
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)