As I am making a mmorpg, I will need lots of different AIs, which will have different skeleton structures. How would you guys go with this?
Example.-
Create 1 humanoid AI parent blueprint (lets say with the Epic skeleton?) and then create a child blueprint (lets call it Troll_bp). After this, would you simply retarget the skeleton so its compatible with both (epic and new troll skeleton)?
So basically what would be the best way to keep a parent blueprint (since my parent will have all the information -> taking damage, doing damage, the name, the ai type, etc) so I can distribute it to other AIs via a childprint (a humanoid, a deer, a gargoyle, etc?)
For MMO, well blueprints maybe on client only. Rest C++ and custom server code, else your mmo will be limited to around 64 players.
Coop 4-8 players RPG game is doable, but anything really big and you need SQL (or another database) and C++ to even manage logins.
So for RPG game I would go with components, each of them should manage single aspect of character. All arrays should be stored in owner blueprint. When owner blueprint is ready and all components working, i would create child (inherited ) blueprint classes of that owner bp. Then change blueprint actor components variables that determine look, and stats, abilitys.
But do not make RPG system before you know all about multiplayer, replication, session etc. Or you are facing coding again everything from scratch. At some point even deleting of created blueprint code is not an option because they all are interconnected and need references.