//PhysX changes
“physx::PxRigidDynamic* Actor”
Has been removed from, struct FDestructibleChunkInfo.
If you need to access the PxRigidDynamic Actors a thread safe way is:
FPhysScene* PhysScene = GetWorld()->GetPhysicsScene();
const uint32 SceneType = BodyInstance.UseAsyncScene(PhysScene) ? PST_Async : PST_Sync;
PxScene* PScene = PhysScene->GetPhysXScene(SceneType);
SCOPED_SCENE_WRITE_LOCK(PScene);
{
uint32 ChunkCount = ApexDestructibleActor->getNumVisibleChunks();
const uint16* ChunkIndices = ApexDestructibleActor->getVisibleChunks();
for (uint32 c = 0; c < ChunkCount; c++)
{
PxRigidDynamic* Actor = ApexDestructibleActor->getChunkPhysXActor(ChunkIndices[c]);
check(Actor);
Actor->dostuff...
}
}