if (const FBodyInstance* BodyInst = UpdatedPrimitive->GetBodyInstance())
{
FPhysicsCommand::ExecuteWrite(BodyInst->ActorHandle, &](const FPhysicsActorHandle& Actor)
{
PxRigidActor* PActor = FPhysicsInterface::GetPxRigidActor_AssumesLocked(Actor);
if(!PActor)
{
return;
}
if(PxRigidDynamic* PVehicleActor = PActor->is<PxRigidDynamic>())
{
//...
}
});
}