Would it be better to create a duplicate of this skeleton with only the required bones? Pelvis to head? But if I want to use this, I’d be importing a separate skeleton into the project, instead of just being able to assign my character’s skeleton asset to it, correct?
For rigid items like a mustache, glasses, a hat, or a shoulder pad, you shouldn’t even use a SkeletalMesh. The most performant and simplest method is to use a StaticMeshattached to a Socket.
Then, SkeletalMesh is the method you’d use for things that do need to bend with the character, like a shirt, pants, or a cape.
Yes, that’s the method I outlined in my original question, however,
I had made an incorrect assumption that assigning the character skeleton to an asset with a different (but compatible) skeleton would replace that skeleton and we’d still be stuck with the small asset having a full skeleton either way.
Apparently that is not the case: The asset retains its own skeletal hierarchy so no extra bones are added from the character skeleton, while still referencing the character skeleton.
So I guess the answer to my question is, it is more performant to create a simpler skeleton.