The component twin of VfxPrimitiveAttachedMesh: a
mesh primitive that draws the unit the effect is attached to. The client takes the
owner's skinned mesh and the owner's visible-submesh mask by the same route as for the
legacy attached mesh, so the overlay follows the unit's animation and its submesh
visibility. The legacy page describes that behavior. For this primitive, the emitter
updates the attachment transform in every update.
Locked placement does not work here. With Mesh.mLockMeshToAttachment set, the legacy
attached mesh sits on the unit's attachment transform. When this class draws a skinned
mesh with the flag set, it keeps only the scale and discards the rotation, the position,
the attachment and the emitter's transform, so every particle's mesh collapses onto the
world origin, scaled. With the flag unset, the particle and emitter transforms place the
mesh as they do for the legacy class.