In SkeletalMeshComponent.cpp add this function:
void USkeletalMeshComponent::ChangeCollisionOnPhysicsBody(int32 BoneIndex, ECollisionEnabled::Type CollisionType)
{
FBodyInstance* BI = GetBodyInstance();
if(BI && BI->GetCollisionEnabled() != CollisionType)
{
BI->SetShapeCollisionEnabled(BoneIndex, CollisionType);
}
}
In SkeletalMeshComponent.h, add the declaration:
UFUNCTION(BlueprintCallable, Category = "Components|SkeletalMesh")
void ChangeCollisionOnPhysicsBody(int32 BoneIndex, ECollisionEnabled::Type CollisionType);
Then you can call it from blueprint
EDIT: Nvm, illYay is right, I don’t think this is a solution.