SourceSocketName

If SourceComponent is valid, this is the name of the socket transform that will be used.

Windows
MacOS
Linux

Syntax

[UPROPERTY](Programming/UnrealArchitecture/Reference/Properties)(BlueprintReadWrite, Meta=(ExposeOnSpawn=true), Category=Targeting)
FName SourceSocketName

Remarks

If SourceComponent is valid, this is the name of the socket transform that will be used. If no Socket is provided, SourceComponent's transform will be used.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss