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[Request] GetSocketLocalTransform

G'day,

In trying to do some math inside a blueprint involving sockets, I found I could not get the local transform of a socket.

A quick look in the SceneComponent header shows that while GetSocketTransform() and similar functions that return the world space of a socket are blueprint callable, those relating to the local/component space are not.

If its possible, could you please make them blueprint callable.

Thanks.

-Kris

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asked Mar 11 '14 at 03:35 AM in Using UE4

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ue4-archive ♦♦ STAFF
49.8k 3656 1981 9108

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:35 AM

Just to clarify, is this skeletalmesh socket you're referring to? Since you mentioned local/component space. In case of staticmesh, local/component space is same.

What case do you need socket's local (not component space) transform?

I was originally thinking of adding local as relative to actor(which means component space) to avoid confusion, but I'd like to confirm before adding it.

Thanks,

--Lina,

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2 answers: sort voted first

Hi Kris,

Thanks for the request, I have entered a report for this.

Cheers

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answered Mar 11 '14 at 03:35 AM

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ue4-archive ♦♦ STAFF
49.8k 3656 1981 9108

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Dear Christopher,

I added a node to my BP library to give you access to this C++ function :)

You do not need to compile my plugin for this to work :)

Enjoy!

http://forums.epicgames.com/threads/977316-(32)-Rama-s-Blueprint-Nodes-Plugin-For-You!-Fully-Toggleable-Ragdoll-Physics-For-You?p=31723884&viewfull=1#post31723884


C++ Code for the Node

 bool UVictoryBPFunctionLibrary::Accessor__GetSocketLocalTransform(const USkeletalMeshComponent* Mesh, FTransform& LocalTransform, FName SocketName)
 {
     if(!Mesh) return false;
     
     LocalTransform =  Mesh->GetSocketLocalTransform(SocketName);
     
     return true;
 }

alt text

Rama

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answered Mar 11 '14 at 03:35 AM

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ue4-archive ♦♦ STAFF
49.8k 3656 1981 9108

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:35 AM

Thanks.

Just found myself wanting to convert a rotator to a vector... low and behold, you have included it.

Probably about time I get into creating a function library for these and other functions I may find useful.

One thing to note - for non-void functions, use BlueprintPure to remove the need for the exec nodes.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:35 AM

"One thing to note - for non-void functions, use BlueprintPure to remove the need for the exec nodes."

Whoa, that's a neat tip, thanks!

:)

Rama

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