add_socket_to_skeleton_asset
Add or update a named socket on a USkeleton bone (root by default) at a bone-relative location and rotation, then save the asset.
Instructions
Add a socket to a USkeleton asset on a bone (the root by default) at a bone-relative location and rotation, then save; an existing socket of that name is updated in place (already_existed true). A failed save makes success false, with saved=false and save_error. A socket on a skeletal mesh asset (copied to its skeleton when that skeleton is project content): add_skeletal_mesh_socket.
Returns: { asset_path: string, socket_name: string, bone_name: string, socket_count: int, added: bool, already_existed: bool, saved: bool, save_error: string? }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| location | No | Socket location relative to its bone as [x, y, z] (default 0,0,0) | |
| rotation | No | PREFERRED: the OBJECT {"roll":R,"pitch":P,"yaw":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Socket rotation relative to its bone as [pitch, yaw, roll] (default 0,0,0) | |
| bone_name | No | Bone to attach the socket to; must exist in the skeleton (default the root bone). | |
| socket_name | Yes | Name of the socket; an existing socket with this name is updated instead of duplicated. | |
| skeleton_path | Yes | USkeleton asset path, e.g. "/Game/Characters/SK_Hero_Skeleton". |