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SocketDefinitionBase

16.15 Interface

Inheritance 2 descendants

Class Documentation

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A socket is a named point on a character skin's skeleton that is not a joint. A skin lists its sockets in SkinMeshDataProperties.SocketDefinitions.

When the engine looks up a bone's transform by name, it searches the skeleton's joints first. If no joint has the name, it searches the sockets in list order and uses the first socket whose name matches. A socket with the same name as a joint is never used.

Bone names that use this lookup include MissileMovementSpec.mStartBoneName, SpellDataResource.mHitBoneName, SkinCharacterDataProperties_CharacterIdleEffect.boneName, SeqInputCreateEffectEmitter.AttachTargetBone and the bone that a VFX system is attached to. A JointSnapEventData can also snap a joint to a socket.

The socket's transform is calculated from the skeleton's current pose at each lookup. Each kind of socket calculates it differently:

The pose a socket reads is the pose after every pose modifier. So a socket on a joint of a dynamics chain follows the simulated joint.

Properties

name

String
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The bone name of the socket. It is compared with the requested name the same way as a joint name, ignoring case.

Referenced by 1 class · 1 property