I’m trying to child a skeletal mesh component to my character’s mesh for each article of clothing they wear, so that they inherit the master mesh’s transform and move correctly after I slave them to the master pose component:
USkeletalMeshComponent* baseShirtMesh;
baseShirtMesh->AttachToComponent(GetMesh(),FAttachmentTransformRules::SnapToTargetIncludingScale);
This obviously doesn’t compile, because AttachToComponent isn’t a method for skeletal meshes, only (I assume) for static meshes. I’ve been combing through USkeletalMeshComponent | Unreal Engine Documentation but I don’t seen an alternative, is there an obvious way to child one skeletal mesh to another without resorting to blueprint?