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Asset editor: can a mesh be assigned directly from the skeleton or mesh editor?

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    Asset editor: can a mesh be assigned directly from the skeleton or mesh editor?

    Hi,

    I'm curious to know if there's an other way to assign meshes to a socket. I've found the following explanations:
    - https://www.youtube.com/watch?v=-xOo...ature=youtu.be
    - https://answers.unrealengine.com/que...lueprints.html

    They seem to agree on attaching the meshes in the event graph of the character.

    I wondered if there was another way (shortcut?) or if it's an acceptable practice to have one of these blueprint groups per attachment?

    In my case, the character begins with the default armor. It's made of 12 pieces (boot, shin, tigh, etc.). That would mean repeating 12 times the process - which raises the question for a "pro" shortcut.

    thanks,
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