Transform a location/rotation from world space to bone relative space. This is handy if you know the location in world space for a bone attachment, as AttachComponent takes location/rotation in bone-relative space.
Target is Skinned Mesh Component
None
X0
Y 0
Z 0
R 0
P 0
Y0
X0
Y 0
Z 0
R 0
P 0
Y0
|
Target
Skinned Mesh Component Object Reference
|
|
|
Bone Name
Name
|
Name of bone |
|
In Position
Vector
|
Input position |
|
In Rotation
Rotator
|
Input rotation |
|
Out Position
Vector
|
(out) Transformed position |
|
Out Rotation
Rotator
|
(out) Transformed rotation |