/// <summary>
 /// Hides the specified bone with name.  Currently this just enforces a scale of 0 for the hidden bones.
 /// Compoared to HideBone By Index - This keeps track of list of bones and update when LOD changes
 /// @param  BoneName            Name of bone to hide
 /// @param  PhysBodyOption          Option for physics bodies that attach to the bones to be hidden
 /// </summary>
 public void HideBoneByName(string BoneName, EPhysBodyOp PhysBodyOption)
 {
     CheckIsValid();
     HideBoneByName(_this.Get(), BoneName, (int)PhysBodyOption);
 }
 /// <summary>
 /// Hides the specified bone with name.  Currently this just enforces a scale of 0 for the hidden bones.
 /// Compoared to HideBone By Index - This keeps track of list of bones and update when LOD changes
 /// @param  BoneName            Name of bone to hide
 /// @param  PhysBodyOption          Option for physics bodies that attach to the bones to be hidden
 /// </summary>
 public extern void HideBoneByName(FName BoneName, EPhysBodyOp PhysBodyOption);