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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/SkeletalMeshComponentPhysics.cpp |
void InstantiatePhysicsAssetRefPose
&40;
const UPhysicsAsset & PhysAsset,
const FVector & Scale3D,
TArray< FBodyInstance &42; > & OutBodies,
TArray< FConstraintInstance &42; > & OutConstraints,
FPhysScene &42; PhysScene,
USkeletalMeshComponent &42; OwningComponent,
int32 UseRootBodyIndex,
const FPhysicsAggregateHandle & UseAggregate,
bool bCreateBodiesInRefPose
&41; const
Remarks
Instantiates bodies given a physics asset like InstantiatePhysicsAsset but instead of reading the current component state, this reads the ref-pose from the reference skeleton of the mesh. Useful if trying to create bodies to be used during any evaluation work