Hello. I am trying to have a character selection screen that gives players the option to select different species as their character. Their character is available to choose from a list of six child actors (one for each profession; police, fire fighter, etc).
I’m not sure if this is the correct way, but I believe I would create a mesh data table for each specie and assign that data table to the chosen profession character. If this is the best way, how would I be able to accomplish that (which nodes are best)? If this is not the best way, I’m completely lost.
Not sure if this is what you want to do but I have a game where people can select from 16 different character and then multiple skin selections for head, body, legs, and shoulders. I store these in a master data table for characters, and then a table for each body part.
Then I have a save file to save their choices and when the load into a level / match they can also dynamicly change the selection. When the character class is spawned the selections are from which character (an enum) they selected and the index is the index of the part in the data table. In the picture below index has no connector as I took that out while I debug something else. but I load all the body part table row names into an array and I select based on that.
@TK-Bear Thank you for your reply. I understand that it would be easier to separate the individual meshes (head, torso, etc). In my game, sorry for not mentioning in the post, each specie would have specific clothes/armor. Is there a way to assign one data table (human_DT, alien_DT) to the player character?