/// <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);