nwm, i figured it out like so:
UPhysicsAsset* upa;
upa = GetMesh()->GetPhysicsAsset();
for (auto sbs : upa->SkeletalBodySetups) {
sbs->DefaultInstance.SetMaskFilter((int)Team);
}
nwm, i figured it out like so:
UPhysicsAsset* upa;
upa = GetMesh()->GetPhysicsAsset();
for (auto sbs : upa->SkeletalBodySetups) {
sbs->DefaultInstance.SetMaskFilter((int)Team);
}