I am trying to save off a ragdoll as static mesh during simulation.
By default, the MeshUtilities::ConvertMeshesToStaticMesh convertrs the skinned vertices in the t-pose, rather than the simulated physics position.
Internally, it is using GetCPUSkinnedVertices which does call RefreshBoneTransforms.
What is the best way to get the vertex positions in the simulated pose?
Thanks for any tips/advice…