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