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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/Factories > API/Editor/UnrealEd/Factories/UFbxImportUI
Syntax
UPROPERTY (EditAnywhere, BlueprintReadWrite, AdvancedDisplay, Category=Mesh,
Meta=(ImportType="SkeletalMesh", editcondition="!bCreatePhysicsAsset"))
TObjectPtr < class UPhysicsAsset > PhysicsAsset
Remarks
If this is set, use this PhysicsAsset. It is possible bCreatePhysicsAsset == false, and PhysicsAsset == NULL. It is possible they do not like to create anything.