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 Name

  • force_always_animated (bool): [Read-Write] Force Always Animated: 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 Location

  • relative_rotation (Rotator): [Read-Write] Relative Rotation

  • relative_scale (Vector): [Read-Write] Relative Scale

  • socket_name (Name): [Read-Only] Socket Name: 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

[Read-Only] Bone Name

Type

(Name)

property force_always_animated

[Read-Only] Force Always Animated: 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) –

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

[Read-Only] Relative Location

Type

(Vector)

property relative_rotation

[Read-Only] Relative Rotation

Type

(Rotator)

property relative_scale

[Read-Only] Relative Scale

Type

(Vector)

property socket_name

[Read-Only] Socket Name: 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)