/// <summary>
 /// Change the SkeletalMesh that is rendered for this Component. Will re-initialize the animation tree etc.
 /// @param NewMesh New mesh to set for this component
 /// @param bReinitPose Whether we should keep current pose or reinitialize.
 /// </summary>
 public void SetSkeletalMesh(USkeletalMesh NewMesh, bool bReinitPose = true)
 {
     CheckIsValid();
     SetSkeletalMesh(_this.Get(), NewMesh, bReinitPose?1:0);
 }
 /// <summary>
 /// Change the SkeletalMesh that is rendered for this Component. Will re-initialize the animation tree etc.
 /// @param NewMesh New mesh to set for this component
 /// @param bReinitPose Whether we should keep current pose or reinitialize.
 /// </summary>
 public extern virtual void SetSkeletalMesh(USkeletalMesh NewMesh, bool bReinitPose = true);