In PIE, the currently-selected PhysicsConstraintActor has a nice debug visualization.
Unfortunately, there doesn’t seem to be a way to globally visualize physics constraints in-game other than selecting assets in the editor outliner.
The one place in 4.12 that looks at EngineShowFlags.Constraints is currently commented-out, and that’s only for skeletal meshes.
I’m wondering what the best way would be to hook the FConstraintComponentVisualizer up to EngineShowFlags.Constraints, or if I should go about it another way?
Thanks
-matt