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