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editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools

Provides tools for inspecting and modifying skeletal mesh assets, including the mesh/materials, bone hierarchies, and sockets.

22 tool(s).

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.add_socket

Adds a named socket to a skeletal mesh attached to a bone.

    Sockets are named attachment points used to attach weapons, accessories,
    or effects at a consistent position relative to a bone.

    Args:
        mesh: The skeletal mesh asset to modify.
        socket_name: The name to give the new socket.
        bone_name: The name of the bone to attach the socket to.

    Returns:
        The newly created socket.

Input schema

{
  "properties": {
    "bone_name": {
      "type": "string"
    },
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    },
    "socket_name": {
      "type": "string"
    }
  },
  "required": [
    "mesh",
    "socket_name",
    "bone_name"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMeshSocket",
      "type": "object"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.assign_physics_asset

Assigns a physics asset to a skeletal mesh.

    The physics asset must be compatible with the mesh's skeleton. Use this
    to swap physics assets or assign one to a mesh that has none.

    Args:
        mesh: The skeletal mesh asset to modify.
        physics_asset: The physics asset to assign.

    Returns:
        True if the physics asset was assigned successfully.

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    },
    "physics_asset": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.PhysicsAsset",
      "type": "object"
    }
  },
  "required": [
    "mesh",
    "physics_asset"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "type": "boolean"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_bone_children

Returns the direct children of a bone.

    Args:
        mesh: The skeletal mesh asset to query.
        bone_name: The name of the bone to query.

    Returns:
        A list of direct child bone names, or an empty list for leaf bones.

Input schema

{
  "properties": {
    "bone_name": {
      "type": "string"
    },
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    }
  },
  "required": [
    "mesh",
    "bone_name"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "items": {
        "type": "string"
      },
      "type": "array"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_bone_names

Returns the names of all bones in a skeletal mesh in hierarchy order.

    Bone names are used to target specific bones for socket attachment, physics
    constraints, and animation retargeting.

    Args:
        mesh: The skeletal mesh asset to query.

    Returns:
        A list of bone names in skeleton order (root first).

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    }
  },
  "required": [
    "mesh"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "items": {
        "type": "string"
      },
      "type": "array"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_bone_parent

Returns the name of a bone's parent, or an empty string for the root bone.

    Args:
        mesh: The skeletal mesh asset to query.
        bone_name: The name of the bone to query.

    Returns:
        The parent bone name, or '' if the bone is the root.

Input schema

{
  "properties": {
    "bone_name": {
      "type": "string"
    },
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    }
  },
  "required": [
    "mesh",
    "bone_name"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "type": "string"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_bounds

Returns the local-space bounding volume of a skeletal mesh.

    The bounds represent the reference pose and do not account for animation.

    Args:
        mesh: The skeletal mesh asset to query.

    Returns:
        The local-space bounding volume as a combined box and sphere.

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    }
  },
  "required": [
    "mesh"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "properties": {
        "boxExtent": {
          "description": "Holds the extent of the bounding box, which is half the size of the box in 3D space",
          "properties": {
            "x": {
              "type": "number"
            },
            "y": {
              "type": "number"
            },
            "z": {
              "type": "number"
            }
          },
          "required": [
            "x",
            "y",
            "z"
          ],
          "title": "Vector",
          "type": "object"
        },
        "origin": {
          "description": "Holds the origin of the bounding box and sphere.",
          "properties": {
            "x": {
              "type": "number"
            },
            "y": {
              "type": "number"
            },
            "z": {
              "type": "number"
            }
          },
          "required": [
            "x",
            "y",
            "z"
          ],
          "title": "Vector",
          "type": "object"
        },
        "sphereRadius": {
          "description": "Holds the radius of the bounding sphere.",
          "type": "number"
        }
      },
      "required": [
        "origin",
        "boxExtent",
        "sphereRadius"
      ],
      "title": "BoxSphereBounds",
      "type": "object"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_lod_count

Returns the number of LODs in a skeletal mesh asset.

    Args:
        mesh: The skeletal mesh asset to query.

    Returns:
        The number of LODs.

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    }
  },
  "required": [
    "mesh"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "type": "integer"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_material

Returns the material assigned to a named slot on a skeletal mesh.

    Args:
        mesh: The skeletal mesh asset to query.
        slot_name: The name of the material slot to query.

    Returns:
        The material assigned to the slot.

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    },
    "slot_name": {
      "type": "string"
    }
  },
  "required": [
    "mesh",
    "slot_name"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.MaterialInterface",
      "type": "object"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_material_slots

Returns the names of all material slots in a skeletal mesh.

    Material slot names are used when assigning materials to specific parts of
    the mesh. Use these names with get_material and set_material.

    Args:
        mesh: The skeletal mesh asset to query.

    Returns:
        A list of material slot names.

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    }
  },
  "required": [
    "mesh"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "items": {
        "type": "string"
      },
      "type": "array"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_morph_target_names

Returns the names of all morph targets on a skeletal mesh.

    Morph targets (blend shapes) are per-vertex offsets used to deform the mesh,
    commonly used for facial expressions and cloth simulation.

    Args:
        mesh: The skeletal mesh asset to query.

    Returns:
        A list of morph target names, or an empty list if none exist.

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    }
  },
  "required": [
    "mesh"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "items": {
        "type": "string"
      },
      "type": "array"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_physics_asset

Returns the physics asset assigned to a skeletal mesh.

    The physics asset defines the collision bodies and constraints used for
    ragdoll simulation and per-bone physics.

    Args:
        mesh: The skeletal mesh asset to query.

    Returns:
        The physics asset assigned to this mesh.

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    }
  },
  "required": [
    "mesh"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.PhysicsAsset",
      "type": "object"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_section_count

Returns the number of sections in a specific LOD of a skeletal mesh.

    Sections correspond to individual material slots rendered by a single draw call.
    A mesh may have more sections than material slots if multiple sections share
    the same material.

    Args:
        mesh: The skeletal mesh asset to query.
        lod_index: The LOD index to query. Defaults to 0 (highest quality).

    Returns:
        The number of sections in the specified LOD.

Input schema

{
  "properties": {
    "lod_index": {
      "default": 0,
      "type": "integer"
    },
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    }
  },
  "required": [
    "mesh"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "type": "integer"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_skeleton

Returns the skeleton asset associated with a skeletal mesh.

    The skeleton defines the bone hierarchy shared across all meshes and
    animations that use it.

    Args:
        mesh: The skeletal mesh asset to query.

    Returns:
        The skeleton asset bound to this mesh.

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    }
  },
  "required": [
    "mesh"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.Skeleton",
      "type": "object"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_socket_bone

Returns the name of the bone that a socket is attached to.

    Args:
        mesh: The skeletal mesh asset to query.
        socket_name: The name of the socket to query.

    Returns:
        The name of the parent bone.

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    },
    "socket_name": {
      "type": "string"
    }
  },
  "required": [
    "mesh",
    "socket_name"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "type": "string"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_socket_names

Returns the names of all sockets on a skeletal mesh.

    Sockets are named attachment points parented to bones. They are used to
    attach weapons, accessories, or effects at a consistent location.

    Args:
        mesh: The skeletal mesh asset to query.

    Returns:
        A list of socket names, or an empty list if none exist.

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    }
  },
  "required": [
    "mesh"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "items": {
        "type": "string"
      },
      "type": "array"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_socket_transform

Returns the local transform of a socket relative to its parent bone.

    Args:
        mesh: The skeletal mesh asset to query.
        socket_name: The name of the socket to query.

    Returns:
        The socket's local transform (translation, rotation, scale).

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    },
    "socket_name": {
      "type": "string"
    }
  },
  "required": [
    "mesh",
    "socket_name"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "description": "Represents a 3D transformation with optional location, rotation, and scale.\nUnset fields mean \"identity\" when creating objects and \"don't change\" when modifying existing ones.",
      "properties": {
        "location": {
          "description": "The world-space location.",
          "properties": {
            "x": {
              "type": "number"
            },
            "y": {
              "type": "number"
            },
            "z": {
              "type": "number"
            }
          },
          "required": [
            "x",
            "y",
            "z"
          ],
          "title": "Vector",
          "type": "object"
        },
        "rotation": {
          "description": "The world-space rotation.",
          "properties": {
            "pitch": {
              "description": "Pitch (degrees) around Y axis",
              "type": "number"
            },
            "roll": {
              "description": "Roll (degrees) around X axis",
              "type": "number"
            },
            "yaw": {
              "description": "Yaw (degrees) around Z axis",
              "type": "number"
            }
          },
          "required": [
            "pitch",
            "yaw",
            "roll"
          ],
          "title": "Rotator",
          "type": "object"
        },
        "scale": {
          "description": "The scale.",
          "properties": {
            "x": {
              "type": "number"
            },
            "y": {
              "type": "number"
            },
            "z": {
              "type": "number"
            }
          },
          "required": [
            "x",
            "y",
            "z"
          ],
          "title": "Vector",
          "type": "object"
        }
      },
      "title": "ToolsetTransform",
      "type": "object"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_vertex_count

Returns the number of vertices in a specific LOD of a skeletal mesh.

    Args:
        mesh: The skeletal mesh asset to query.
        lod_index: The LOD index to query. Defaults to 0 (highest quality).

    Returns:
        The number of vertices in the specified LOD.

Input schema

{
  "properties": {
    "lod_index": {
      "default": 0,
      "type": "integer"
    },
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    }
  },
  "required": [
    "mesh"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "type": "integer"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.import_file

Imports a mesh file from disk as a SkeletalMesh asset.

    The source file must contain a skeleton hierarchy and skinned mesh data.

    Args:
        folder_path: The content-browser folder to create the asset in.
        asset_name: The name of the new asset.
        source_file: The absolute path to the source mesh file on disk.
        skeleton: An existing skeleton to bind the imported mesh to. When
            None, a new Skeleton asset is created alongside the mesh.
        import_materials: When True, create Material assets for any materials
            referenced in the file. When False, the imported mesh has no
            materials assigned.
        import_textures: When True, create Texture2D assets for any textures
            referenced by the imported materials. Only effective when
            import_materials is True.
        import_animations: When True, create AnimSequence assets for any
            animations contained in the file.
        create_physics_asset: When True, create a PhysicsAsset bound to the
            imported mesh's skeleton.

    Returns:
        The assets produced by the import. The first entry is the imported
        SkeletalMesh; additional entries may include a newly created
        Skeleton (when none was supplied), a PhysicsAsset, AnimSequences,
        Materials, and Texture2Ds, depending on which options are enabled.

Input schema

{
  "properties": {
    "asset_name": {
      "type": "string"
    },
    "create_physics_asset": {
      "default": false,
      "type": "boolean"
    },
    "folder_path": {
      "type": "string"
    },
    "import_animations": {
      "default": false,
      "type": "boolean"
    },
    "import_materials": {
      "default": false,
      "type": "boolean"
    },
    "import_textures": {
      "default": false,
      "type": "boolean"
    },
    "skeleton": {
      "default": null,
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.Skeleton",
      "type": "object"
    },
    "source_file": {
      "type": "string"
    }
  },
  "required": [
    "folder_path",
    "asset_name",
    "source_file"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "items": {
        "properties": {
          "refPath": {
            "description": "The reference stored as a soft path string.",
            "type": "string"
          }
        },
        "required": [
          "refPath"
        ],
        "title": "/Script/CoreUObject.Object",
        "type": "object"
      },
      "type": "array"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.remove_socket

Removes a named socket from a skeletal mesh.

    Args:
        mesh: The skeletal mesh asset to modify.
        socket_name: The name of the socket to remove.

    Returns:
        True if the socket was removed successfully.

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    },
    "socket_name": {
      "type": "string"
    }
  },
  "required": [
    "mesh",
    "socket_name"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "type": "boolean"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.rename_socket

Renames a socket on a skeletal mesh.

    Args:
        mesh: The skeletal mesh asset to modify.
        old_name: The current name of the socket.
        new_name: The new name to give the socket.

    Returns:
        True if the socket was renamed successfully.

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    },
    "new_name": {
      "type": "string"
    },
    "old_name": {
      "type": "string"
    }
  },
  "required": [
    "mesh",
    "old_name",
    "new_name"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "type": "boolean"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.set_material

Assigns a material to a named slot on a skeletal mesh asset.

    This affects all instances of the mesh that do not override the slot material.

    Args:
        mesh: The skeletal mesh asset to modify.
        slot_name: The name of the material slot to assign to.
        material: The material to assign.

    Returns:
        True if the material was assigned successfully.

Input schema

{
  "properties": {
    "material": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.MaterialInterface",
      "type": "object"
    },
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    },
    "slot_name": {
      "type": "string"
    }
  },
  "required": [
    "mesh",
    "slot_name",
    "material"
  ],
  "type": "object"
}

Output schema

{
  "properties": {
    "returnValue": {
      "type": "boolean"
    }
  },
  "required": [
    "returnValue"
  ],
  "type": "object"
}

editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.set_socket_transform

Sets the local transform of a socket relative to its parent bone.

    Args:
        mesh: The skeletal mesh asset to modify.
        socket_name: The name of the socket to modify.
        transform: The new local transform for the socket.

Input schema

{
  "properties": {
    "mesh": {
      "description": "Represents a reference to a UObject or UClass.",
      "properties": {
        "refPath": {
          "description": "The reference stored as a soft path string.",
          "type": "string"
        }
      },
      "required": [
        "refPath"
      ],
      "title": "/Script/Engine.SkeletalMesh",
      "type": "object"
    },
    "socket_name": {
      "type": "string"
    },
    "transform": {
      "description": "Represents a 3D transformation with optional location, rotation, and scale.\nUnset fields mean \"identity\" when creating objects and \"don't change\" when modifying existing ones.",
      "properties": {
        "location": {
          "description": "The world-space location.",
          "properties": {
            "x": {
              "type": "number"
            },
            "y": {
              "type": "number"
            },
            "z": {
              "type": "number"
            }
          },
          "required": [
            "x",
            "y",
            "z"
          ],
          "title": "Vector",
          "type": "object"
        },
        "rotation": {
          "description": "The world-space rotation.",
          "properties": {
            "pitch": {
              "description": "Pitch (degrees) around Y axis",
              "type": "number"
            },
            "roll": {
              "description": "Roll (degrees) around X axis",
              "type": "number"
            },
            "yaw": {
              "description": "Yaw (degrees) around Z axis",
              "type": "number"
            }
          },
          "required": [
            "pitch",
            "yaw",
            "roll"
          ],
          "title": "Rotator",
          "type": "object"
        },
        "scale": {
          "description": "The scale.",
          "properties": {
            "x": {
              "type": "number"
            },
            "y": {
              "type": "number"
            },
            "z": {
              "type": "number"
            }
          },
          "required": [
            "x",
            "y",
            "z"
          ],
          "title": "Vector",
          "type": "object"
        }
      },
      "title": "ToolsetTransform",
      "type": "object"
    }
  },
  "required": [
    "mesh",
    "socket_name",
    "transform"
  ],
  "type": "object"
}