unreal.StaticMeshSocket

class unreal.StaticMeshSocket(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: Object

Static Mesh Socket

C++ Source:

  • Module: Engine

  • File: StaticMeshSocket.h

Editor Properties: (see get_editor_property/set_editor_property)

  • preview_static_mesh (StaticMesh): [Read-Write] Preview Static Mesh

  • 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-Write] Socket Name: Defines a named attachment location on the UStaticMesh. These are set up in editor and used as a shortcut instead of specifying everything explicitly to AttachComponent in the StaticMeshComponent. The Outer of a StaticMeshSocket should always be the UStaticMesh.

  • tag (str): [Read-Write] Tag

property relative_location: Vector

[Read-Write] Relative Location

Type:

(Vector)

property relative_rotation: Rotator

[Read-Write] Relative Rotation

Type:

(Rotator)

property relative_scale: Vector

[Read-Write] Relative Scale

Type:

(Vector)

property socket_name: Name

[Read-Only] Socket Name: Defines a named attachment location on the UStaticMesh. These are set up in editor and used as a shortcut instead of specifying everything explicitly to AttachComponent in the StaticMeshComponent. The Outer of a StaticMeshSocket should always be the UStaticMesh.

Type:

(Name)

property tag: str

[Read-Write] Tag

Type:

(str)