text: ////////////////////////////////////////////////////////////
  //
  // Copyright (C) 2016 Noah Zuo (noahzuo1994@gmail.com)
  //
  // This software is provided 'as-is', without any express or implied warranty.
  // In no event will the authors be held liable for any damages arising from the use of this software.
  //
  // Permission is granted to anyone to use this software for any purpose,
  // including commercial applications, and to alter it and redistribute it freely,
  // subject to the following restrictions:
  //
  // 1. The origin of this software must not be misrepresented;
  //    you must not claim that you wrote the original software.
  //    If you use this software in a product, an acknowledgment
  //    in the product documentation would be appreciated but is not required.
  //
  // 2. Altered source versions must be plainly marked as such,
  //    and must not be misrepresented as being the original software.
  //
  // 3. This notice may not be removed or altered from any source distribution.
  //
  ////////////////////////////////////////////////////////////
  #pragma once
  
  #include "Components/PoseableMeshComponent.h"
  #include "CustomPoseableMeshComponent.generated.h"
  
  /**
   * This is the CustomPoseableMeshComponent you needed to create a ghost mesh. 
   */
  UCLASS(ClassGroup = Rendering, hidecategories = (Object, Physics), config = Engine, editinlinenew, meta = (BlueprintSpawnableComponent))
  class GHOSTMESH_API UCustomPoseableMeshComponent : public UPoseableMeshComponent
  {
  	GENERATED_BODY()
  
  public:
  	UFUNCTION(BlueprintCallable, meta = (DisplayName = "Pose Mesh", Keywords = "skeletal Pose"), Category = "GhostMesh|Mesh")
  	void MakePoseBySkeletalMesh(USkeletalMeshComponent* SkeletalMeshComp);
  };
  