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API > API/Editor > API/Editor/SkeletalMeshEditor > API/Editor/SkeletalMeshEditor/USkeletalMeshEditorSubsystem
Description
This function creates a PhysicsAsset for the given SkeletalMesh with the same settings as if it were created through FBX import
@Param SkeletalMesh: The SkeletalMesh we want to create the PhysicsAsset for @Param bSetToMesh: If true the created physics asset will be used by the skeletal mesh. @Param LodIndex: Use the specified LOD to create the physics asset.
| Name | CreatePhysicsAsset |
| Type | function |
| Header File | /Engine/Source/Editor/SkeletalMeshEditor/Public/SkeletalMeshEditorSubsystem.h |
| Include Path | #include "SkeletalMeshEditorSubsystem.h" |
| Source | /Engine/Source/Editor/SkeletalMeshEditor/Private/SkeletalMeshEditorSubsystem.cpp |
UFUNCTION (BlueprintCallable, Category="Editor Scripting | SkeletalMesh")
static UPhysicsAsset * CreatePhysicsAsset
(
USkeletalMesh * SkeletalMesh,
bool bSetToMesh,
int32 LodIndex
)