Making my own PhysicsAsset from skeleton programmatically

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:

  1. does a few things I don’t need - OK, I can copy and modify its source, but…

  2. 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?

Any ideas?

Maybe you can just use the (Experimental) physics control component now?