nanos world API Reference Unofficial documentation
Function Shared 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

Lua
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)