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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/USkinnedMeshComponent
Description
Override the Physics Asset of the mesh. It uses SkeletalMesh.PhysicsAsset, but if you'd like to override use this function
Derived Overrides
| Name | SetPhysicsAsset |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SkinnedMeshComponent.h |
| Include Path | #include "Components/SkinnedMeshComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/SkinnedMeshComponent.cpp |
UFUNCTION (BlueprintCallable, Category="Components|SkinnedMesh")
virtual void SetPhysicsAsset
(
class UPhysicsAsset * NewPhysicsAsset,
bool bForceReInit
)
Parameters
| Name | Remarks |
|---|---|
| NewPhysicsAsset | New PhysicsAsset |
| bForceReInit | Force reinitialize |