Uses the Physics Asset to compute an accurate reference-pose bounding box for a skeletal mesh asset. This typically has more utility than the default skeletal mesh bounds which can often be arbitrarily inflated or scaled.
Allows you to retrieve actor component configuration and data from a Blueprint Generated Class, similar to the Class Default Object for C++ Classes. There are optional optimizations for filtering by name, and for returning multiple components. Single Component Implementation Multiple Component Implementation Header Declarations
Uses the Asset Registry to determine whether a SoftClass is a child of another class, without loading it. NOTE: This snippet has limited utility, traversing the asset registry may be slower than just loading the class in some cases!