actually I’m quite familiar with UE3’s modular pawn system, and I know that animating multiple parts was very easy. the only requirement was that the skeleton for all parts was exactly the same in your 3d package
my workflow was like this: rig and skin all of the body parts together (only done once) using 3dsmax’s Skin modifier (using envelopes, not painting vertices). for every new cloth/armor part, put it on top of the main model and copy-paste the Skin modifier. export. done.
since UE3 allowed the use of a ParentAnimComponent only the first body part needed an AnimTree assigned, while all the others would use the one from the first one via the ParentAnimComponent property
: does this then mean that atlases are not created automatically?