I am attempting to set the bone vertex weights on a skeletal mesh to new weights when the skeleton’s joints break (breaking joints in physics asset). The reason is so that the weights are updated so that during the joints breaking off, the vertices stay relative to the detached joint/limb of the character. This is a WIP dismemberment system.
What classes and approach should I use to modify the vertex weights on my skeletal mesh at runtime? (I imagine it will be C++)