C++ GetAllSocketNames returns bones along with sockets

anonymous_user_7fb70ffd
Thu, 16 Nov 2017 20:56:41 +0000
Character & Animation

I’m currently working with a standard mannequin supplied along with UE4. I added a socket to one of its bones. When I try to get an array of all sockets in this skeletal mesh, it also returns a whole bunch of other bone names along with my manually created socket name:

TArray<FName> SocketNames = SkeletalMesh->GetAllSocketNames();

However it supposed to only return sockets, according to its name, and that’s what I actually need.
Any help is appreciated.

5 posts - 1 participant