// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "FASkinnedMeshComponentExtends.generated.h" class USkinnedMeshComponent; UCLASS() class YOURGAMENAME_API UFASkinnedMeshComponentExtends : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UFUNCTION(BlueprintCallable, Category="Components|SkinnedMesh") static void HideBoneByNameExplicitly(USkinnedMeshComponent* MeshComponent, FName BoneName, EPhysBodyOp PhysBodyOption ); static void HideBoneExplicitly(USkinnedMeshComponent* MeshComponent, int32 BoneIndex, EPhysBodyOp PhysBodyOption ); //Meta=(HidePin="Node", DefaultToSelf="Node") };