SourceSocketName

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

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Windows

macOS

Linux

Syntax

UPROPERTY(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.