Lets say I have an general object class for clutter in my game. Sometimes I want that clutter to be a skeletal mesh and sometimes I want it to be a static mesh. Is it ok, performance wise, to have both components in the actor heirarchy but only use one of them?
A more advanced version of this question is, if you have a clothing system and your character starts out “naked” and has a bunch of null skeletal meshes in its component hierarchy for Shirt, shoes, pants, etc (which you would set when you put an item on). Are there any possible problems with this?