[Request] Expose SkeletalMeshComponent::CanBeBaseForCharacter() to Blueprints

Dear Friends at Epic,

At the moment, subclassing Skeletal Mesh component for the main Mesh seems a bit daunting to me.

I just want to make it so that the Mesh returns true for CanBeBaseForCharacter (primitive component)

Can you expose this to blueprints?

Thanks!

Rama

Hi Rama,

Thank you for request. I have compared this functionality to our main build and can confirm that this has been opened up to SkeletalMeshComponents in Blueprints. Please let us know of any future requests and we will be happy to further assist.

Thanks!
-W

Thanks again Wes!

#:heart:

Rama