Function
Slow
Pawn:AddSkeletalMeshAttached
Spawns and attaches a SkeletalMesh to this entity, the SkeletalMesh must have the same skeleton used by this Actor's mesh, and will follow all animations from it. Uses a custom ID to be used for removing/customizing it afterwards
Syntax
my_pawn:AddSkeletalMeshAttached(id, skeletal_mesh_path, socket = "", relative_location = Vector(0, 0, 0), relative_rotation = Rotator(0, 0, 0), use_parent_bounds = true, use_base_leader_pose_component = true, animation_path = "", attachable_id = "")
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
id
|
string | — | Used further for removing or applying material settings on it |
skeletal_mesh_path
|
SkeletalMeshPath | — | Path to SkeletalMesh asset to attach |
socket
optional
|
string | "" |
Bone socket to attach to. Pass empty string to attach to the root component (i.e. Capsule). Pass 'root' to attach to the root bone of the main skeletal mesh component |
relative_location
optional
|
Vector | Vector(0, 0, 0) |
Relative location |
relative_rotation
optional
|
Rotator | Rotator(0, 0, 0) |
Relative rotation |
use_parent_bounds
optional
|
boolean | true |
If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together |
use_base_leader_pose_component
optional
|
boolean | true |
If true, this component will use the base leader pose component for copying its animation |
animation_path
optional
|
AnimationPath | "" |
Path to Animation asset to play on the Skeletal Mesh attached |
attachable_id
optional
|
string | "" |
Optionally attaches this to another attached skeletal mesh (instead of attaching to the root component) |