The title is pretty much my whole question. I am trying to build a utility widget to add a socket to a selected mesh, name it and then update it’s transforms, or at least update a pre-existing socket. Any help or advice would be greatly appreciated. Thanks!
Hey there @Ohwyn! Welcome back to the community! I believe you can use the Add Socket node to pull this off, but I couldn’t find any resources on it.
Thanks! Yeah I had seen that node before but it requires a target for something called a socketobject. I don’t know that is or how to define one.
I noticed the same, it doesn’t seem like there’s a regular basic method of making that data type via BP (or at least the context menu is unaware). I’m taking a look into the source to learn more about how sockets work under the hood to see if there’s an easy way to expose the data type you need. Most InSocket refs are just names in the socket matrix so I’ll be digging at it a bit for the moment.
Thank you, I appreciate you doing that digging.
