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Unreal Engine C++ API Reference > Runtime > Chaos > Chaos > FCrumblingData
Syntax
IPhysicsProxyBase * Proxy
Remarks
The pointer to the proxy should be used with caution on the Game Thread. Ideally we only ever use this as a table key when acquiring related structures. If we genuinely need to dereference the pointer for any reason, test if it is deleted (nullptr) or pending deletion: if a call to FPhysScene_Chaos::GetOwningComponent