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API > API/Runtime > API/Runtime/GeometryFramework > API/Runtime/GeometryFramework/Components > API/Runtime/GeometryFramework/Components/UDynamicMeshComponent
Syntax
UPROPERTY (EditAnywhere, BlueprintReadWrite, Category="Dynamic Mesh Component|Collision")
bool bEnableComplexCollision
Remarks
If true, current mesh will be used as Complex Collision source mesh. This is independent of the CollisionType setting, ie, even if Complex collision is enabled, if this is false, then the Complex Collision mesh will be empty