unreal.AttachmentRule

class unreal.AttachmentRule

Bases: unreal.EnumBase

Rules for attaching components - needs to be kept synced to EDetachmentRule

C++ Source:

  • Module: Engine
  • File: EngineTypes.h
KEEP_RELATIVE

0 – Keeps current relative transform as the relative transform to the new parent.

KEEP_WORLD

1 – Automatically calculates the relative transform such that the attached component maintains the same world transform.

SNAP_TO_TARGET

2 – Snaps transform to the attach point