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API > API/Plugins > API/Plugins/AnimationBudgetAllocator > API/Plugins/AnimationBudgetAllocator/USkeletalMeshComponentBudgeted
- UActorComponent::BeginPlay()
- UPrimitiveComponent::BeginPlay()
- USkinnedMeshComponent::BeginPlay()
- USkeletalMeshComponent::BeginPlay()
- USkeletalMeshComponentBudgeted::BeginPlay()
References
Module | AnimationBudgetAllocator |
Header | /Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Public/SkeletalMeshComponentBudgeted.h |
Include | #include "SkeletalMeshComponentBudgeted.h" |
Source | /Engine/Plugins/Runtime/AnimationBudgetAllocator/Source/AnimationBudgetAllocator/Private/SkeletalMeshComponentBudgeted.cpp |
virtual void BeginPlay&40;&41;
Remarks
Used to detach physics objects before simulation begins. This is needed because at runtime we can't have simulated objects inside the attachment hierarchy