G1R AngelScript
Scripting reference for the Gothic 1 Remake
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USkeletalMeshSocket Class Reference

Public Member Functions

Components|SkeletalMesh
void InitializeSocketFromLocation (const USkeletalMeshComponent SkelComp, FVector WorldLocation, FVector WorldNormal)
 Sets BoneName, RelativeLocation and RelativeRotation based on closest bone to WorldLocation and WorldNormal.
FVector GetSocketLocation (const USkeletalMeshComponent SkelComp) const
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Socket Parameters
FName BoneName
FVector RelativeLocation
FRotator RelativeRotation
FVector RelativeScale
bool bForceAlwaysAnimated
 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.
FName SocketName
 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.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Member Function Documentation

◆ GetSocketLocation()

FVector GetSocketLocation ( const USkeletalMeshComponent SkelComp) const

◆ InitializeSocketFromLocation()

void InitializeSocketFromLocation ( const USkeletalMeshComponent SkelComp,
FVector WorldLocation,
FVector WorldNormal )

Sets BoneName, RelativeLocation and RelativeRotation based on closest bone to WorldLocation and WorldNormal.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bForceAlwaysAnimated

bool bForceAlwaysAnimated

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.

◆ BoneName

FName BoneName

◆ RelativeLocation

FVector RelativeLocation

◆ RelativeRotation

FRotator RelativeRotation

◆ RelativeScale

FVector RelativeScale

◆ SocketName

FName SocketName

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.