Use mesh collision proxy if available.
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@@ -320,5 +320,6 @@ private:
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API_FUNCTION(NoProxy) bool UpdateTrianglesUInt(int32 triangleCount, const MArray* trianglesObj);
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API_FUNCTION(NoProxy) bool UpdateTrianglesUShort(int32 triangleCount, const MArray* trianglesObj);
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API_FUNCTION(NoProxy) MArray* DownloadBuffer(bool forceGpu, MTypeObject* resultType, int32 typeI);
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API_FUNCTION(NoProxy) Array<Float3> GetCollisionProxyPoints() const;
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#endif
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};
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