FTransform trans = GetSocketTransform(TargetActor, TargetSocketName);
FTransform trans = GetSocketTransform(TargetActor, TargetSocketName);
//FVector A = GetSocketTransform(TargetActor, TargetSocketName);
//GetSocketTransform(MeshComp, TargetSocketName)->
}
FTransform UAnimNotify_Footstep::GetSocketTransform(AActor * Actor, FName SocketName) const
{
UMeshComponent* Mesh = Cast<ASJ_Character>(Actor)->GetMesh();
//ReturnLocation = GetSocketTransform(SocketName, RTS_World)->GetTranslation();
return Mesh->GetSocketTransform(SocketName, RTS_World);
}
//FVector A = GetSocketTransform(TargetActor, TargetSocketName);
//GetSocketTransform(MeshComp, TargetSocketName)->
}
FTransform UAnimNotify_Footstep::GetSocketTransform(AActor * Actor, FName SocketName) const
{
UMeshComponent* Mesh = Cast<ASJ_Character>(Actor)->GetMesh();
//ReturnLocation = GetSocketTransform(SocketName, RTS_World)->GetTranslation();
return Mesh->GetSocketTransform(SocketName, RTS_World);
}
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