Greetings,
I’m trying to list the sockets for a skeletal mesh using GetAllSocketNames(), however, it appears to be broken. Looking at the engine code the method I’m using is:
TArray<FName> USceneComponent::GetAllSocketNames() const
{
TArray<FComponentSocketDescription> SocketList;
QuerySupportedSockets(/*out*/ SocketList);
TArray<FName> ResultList;
ResultList.Reserve(SocketList.Num());
for (const FComponentSocketDescription& SocketDesc : SocketList)
{
ResultList.Add(SocketDesc.Name);
}
return ResultList;
}
Except, the method call to QuerySupportedSockets(/*out*/ SocketList);
is where the issue lies. I went to the definition and it seems it’s an empty method, which is why it’s not returning any socket names.
void USceneComponent::QuerySupportedSockets(TArray<FComponentSocketDescription>& OutSockets) const
{
}
I’m still relatively new to UE4 so please make me aware of anything I might have missed here.
Thanks