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Extending engine class (FBodyInstance)


I have a skeletal mesh and am currently applying some custom physics (suspension, friction etc.) to all the FBodyInstances defined in the physics asset, accessed through Mesh->Bodies. However, I need a way of defining which bodies have the physics logic applied, instead of all of them.

Proposed Solution
I initially thought of simply adding a suffix to the bones I wanted to apply the logic to, however, re-importing the same skeleton with different bone names resets the physics asset, so making model changes would be a pain.

The ideal solution, as far as I can see, would be to add an editor toggle option to each body in the PhAT for my custom logic. This option would need to be accessible through FBodyInstance within the Skeletal Mesh Component.

So my question is, how would I go about (assuming it's possible) extending the default FBodyInstance struct with my own version to be used throughout the Engine, including in the Bodies TArray of my Skeletal Mesh Component and the PhAT? Is it possible to do this in a plugin? I've found resources on adding detail pane options within a plugin for a custom class, but nothing on extending engine classes in this way. Can it be done in a similar way to custom editor class by adding an Engine.ini entry?


Product Version: UE 4.13
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asked Oct 21 '16 at 12:49 PM in C++ Programming

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