set_skeletal_mesh_socket_transform
Set a socket's local transform relative to its parent bone on a skeletal mesh. Provide location, rotation, or scale to update only those fields.
Instructions
Set the local transform (relative to parent bone) of a socket on a skeletal mesh. All three of location/rotation/scale are optional; only fields present are written.
Returns: { socket_name: string, skeletal_mesh_path: string, applied: {location, rotation, scale}, location_x: float, location_y: float, location_z: float, rotation_pitch: float, rotation_yaw: float, rotation_roll: float, scale_x: float, scale_y: float, scale_z: float }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| scale | No | Optional [x, y, z] relative scale | |
| location | No | Optional [x, y, z] relative location | |
| 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. Optional [pitch, yaw, roll] relative rotation (degrees) | |
| socket_name | Yes | Name of the socket to modify | |
| skeletal_mesh_path | Yes | Content path to the skeletal mesh asset |