Construction Scripts and skeletal meshes

I’m Making a simple prototype. Its a base for a randomly generated item/Weapon mostly weapons for now. With a simple flat and a branch i managed to have the seed and other values to be generated only on spawn but in case of skeletal meshes there is a problem as they change each time regardless. Basically I’m triggering the skele mesh attachment each time and the rest is assigned only once.

Is setting it like on the screen shot mandatory? or there are better ways?

Basically i need branches to set it to a correct one right now is not complicated but if I need to add more meshes might get complicated soon.

I tried to set it in “series” no branches just add skeletal mesh nodes plugged to the array in succession but that set the model and all the elements to the last one always(example of what i mean on the second screenshot)

Instead of adding mesh components in conscript, you should probably create the component manually in tne bp outliner and give them names related to the parts being added (EG: MuzzleModMesh for supressors or flash hiders StockModMesh for stocks, and so on) Then when you randomize weapon mods use set skinned asset node on the mesh being modified and feed it the mesh for the mod being added. For baseline weapon with no modded parts, set the extra meshes to use a mesh with like one invisible triangle in it to hide them.

If you add components and set them in the conscript, the bp will go berserk and add components like 60 times per second while moving the actor in level editor. To randomize at start you should probably make a function to do that and call it after a do once in conscript or something.

Thank you! for some pointers. i will look int that way of doing it.

The BP was already going Berserk on dragging so found a way of stopping it during drag but it was still doing it after a finished the drag action.

Then I tied everything to a condition (Initialized) and works fine apart from any skeletal meshes or normal meshes so I made it execute that part each time.
Because if don’t after drag the mesh value would be none

The idea is to have fully random weapons (parts and stats) that can be attached to a player character being as modular as possible for now i only use complete meshes.
The stats part worked like a charm with just a Boolean control
The meshes in Conscripts are a headache for me for now.

Unfortunately there is no node that could make the script execute only once when spawn in editor as far as i could tell. In gameplay it works fine for now