I don’t like the way PhAT generates rigid bodies and joints, plus I have a lot of joints that I know exactly how to set their params (like limits), so doing it later in PhAT is a huge waste of time.
What would be the best strategy to do that? I’ve found
FPhysicsAssetUtils::CreateFromSkeletalMeshInternal but it:
does a few things I don’t need - OK, I can copy and modify its source, but…
references some APIs that are private, which makes 1) a bit difficult
But maybe there’s a better strategy to create PhysicsAsset from a skeleton that that?