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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/USkeletalMeshComponent
Description
Given a world position, find the closest point on the physics asset. Note that this is independent of collision and welding. This is based purely on animation position
| Name | GetClosestPointOnPhysicsAsset |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h |
| Include Path | #include "Components/SkeletalMeshComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/SkeletalMeshComponentPhysics.cpp |
bool GetClosestPointOnPhysicsAsset
(
const FVector & WorldPosition,
FClosestPointOnPhysicsAsset & ClosestPointOnPhysicsAsset,
bool bApproximate
) const
true if we found a closest point
Parameters
| Name | Remarks |
|---|---|
| WorldPosition | The point we want the closest point to (i.e. for all bodies in the physics asset, find the one that has a point closest to WorldPosition) |
| ClosestPointOnPhysicsAsset | The data associated with the closest point (position, normal, etc...) |
| bApproximate | The closest body is found using bone transform distance instead of body distance. This approximation means the final point is the closest point on a potentially not closest body. This approximation gets worse as the size of Bodies gets bigger. |