Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h |
Include |
#include "Components/SkeletalMeshComponent.h" |
Source |
/Engine/Source/Runtime/Engine/Private/SkeletalMeshComponentPhysics.cpp |
void InstantiatePhysicsAssetRefPose
(
const UPhysicsAsset & PhysAsset,
const FVector & Scale3D,
TArray< FBodyInstance * > & OutBodies,
TArray< FConstraintInstance * > & OutConstraints,
FPhysScene * PhysScene,
USkeletalMeshComponent * OwningComponent,
int32 UseRootBodyIndex,
const FPhysicsAggregateHandle & UseAggregate,
bool bCreateBodiesInRefPose
) const
Instantiates bodies given a physics asset like InstantiatePhysicsAsset but instead of reading the current component state, this reads the ref-pose from the reference skeleton of the mesh. Useful if trying to create bodies to be used during any evaluation work