I have an Actor Blueprint with a Poseable Mesh Component which references a Skeletal Mesh asset which comes with a Physics Asset. How do I, in the Actor Blueprint’s Event Graph, loop over and inspect the bodies and constraints in the Physics Asset?
I have found something that looks like a workaround for constraints, but it doesn’t work the way I expect. I create a Skeletal Mesh Component and assigned the same Skeletal Mesh asset to that as I have on the Poseable Mesh Component and then I call Get Constraints on the Skeletal Mesh Component. I think that corresponds to PhysicsAsset::GetConstraints. But the array I get back is empty even thought Physics Asset has multiple constraints.
I would also like to know how to access SkeletalBodySetups.