Compositing skeletal sockets or modular pawns

Hi. I’m making a game where a player puts modules on his ship. A ship might, for example, be a grid of 9x9, and the player puts objects such as engines, powerplants, armor blocks and weapons on the ship. This ship will fight other ships, and the module made of 1 or more parts of the grid may enter a ‘damage’ or ‘destroyed’ state. How do I minimize performance issues? Do I use skeletal sockets or modular pawns? Is there a way to ‘compile’ the resulting ship configuration into a single object, and then simply draw in the ‘changed’ states as they accumulate?

Hi man , i think that the best result came out adding the right static mesh with multiple cube collision in the right place.
you can use some empty scene component to keep track of the places where the parts can be attached.
You have to set up something to choose which part place where , and be sure that all the parts have good collision.
Doing this you have a single blueprint Ship , with a custom model , and particular collision , that you can check.
For example the right wing and engines have different collision than the left wing. so you can keep track of the damage in every part of the ship.
Keeping all different static mesh , will also give you the opportunity to use the physics ,
and destroy the ship casting away all his parts.
Probably you can also set all the parts as son of the root, and put simulation off. so all the ship will take just the simulation of the root , sure with some problem :stuck_out_tongue: