// Portage UE 5.5 - voir LPMeshCompat.h #include "LPMeshCompat.h" #include "Components/SkinnedMeshComponent.h" #include "Engine/SkeletalMesh.h" #include "LifePlay.h" USkeletalMesh* ULPMeshCompat::GetSkeletalMesh(const USkinnedMeshComponent* Component) { if (!Component) { // Le noeud d'origine emettait "Accessed None trying to read property SkeletalMesh" ; // la trace reste disponible en Verbose pour les mesures A/B. UE_LOG(LogLifePlay, Verbose, TEXT("GetSkeletalMesh : composant None")); return nullptr; } return Cast(Component->GetSkinnedAsset()); }