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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/USkinnedMeshComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/SkinnedMeshComponent.h |
| Include | #include "Components/SkinnedMeshComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/SkinnedMeshComponent.cpp |
static void GetPhysicsRequiredBones
(
const USkinnedAsset * SkinnedAsset,
const UPhysicsAsset * PhysicsAsset,
TArray < FBoneIndexType > & OutRequiredBones
)
Remarks
Animation required bones Get the bones used by the physics asset (if any), as these have to be updated even if LODed out.