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https://github.com/storytold/EventCenterPlugin.git
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Physics and gravity for skeletal meshes work! :D
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@@ -24,7 +24,7 @@ ASpawnableSkeletalMeshActor::~ASpawnableSkeletalMeshActor() {
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void ASpawnableSkeletalMeshActor::SetSpawnableSkeletalMesh(USkeletalMesh* skeletalMesh)
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void ASpawnableSkeletalMeshActor::SetSpawnableSkeletalMesh(USkeletalMesh* skeletalMesh)
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{
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{
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UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("SetSpawnableSkeletalMesh()"));
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UE_LOG(SpawnableSkeletalMeshActorLog, Log, TEXT("SetSpawnableSkeletalMesh()z"));
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BaseMesh = skeletalMesh;
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BaseMesh = skeletalMesh;
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@@ -34,6 +34,10 @@ void ASpawnableSkeletalMeshActor::SetSpawnableSkeletalMesh(USkeletalMesh* skelet
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BaseMeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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BaseMeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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BaseMeshComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block);
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BaseMeshComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block);
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BaseMeshComponent->SetSimulatePhysics(true);
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//BaseMeshComponent->SetAllBodiesCollisionObjectType(ECollisionChannel::ECC_PhysicsBody);
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//BaseMeshComponent->SetAllBodiesCollisionObjectType(ECollisionChannel::ECC_PhysicsBody);
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//BaseMeshComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Block);
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//BaseMeshComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Block);
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