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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/USkeletalMeshComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h |
| Include | #include "Components/SkeletalMeshComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp |
static void GetPhysicsRequiredBones
&40;
const USkeletalMesh &42; SkeletalMesh,
const UPhysicsAsset &42; PhysicsAsset,
TArray< FBoneIndexType > & OutRequiredBones
&41;
Remarks
Get the bones used by the physics asset (if any), as these have to be updated even if LODed out.