/// <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);