I’d like to create a game where the player is a modular robot – pick amongst different bases, and then attach other modules onto the base’s attachment point(s), and onto the attachment point(s) of the models, and so on. For instance, imagine there might be a base on wheels and a base on legs, both of which can attach one module to the top. Then, there might be different “torsos” that can attach to the top of that base, and different torsos might support different numbers of tools attached in different places. So, multiple levels of meshes attached to meshes, hierarchically. If the torso rotates with respect to the base, then all of the tools attached to it rotate as well.
Where might I start for creating such a system?
I have done a little bit of experimenting, importing skeletal meshes for a base and a torso and trying to hook them up using the “AttachToActor” Blueprint command. I created a class for the Torso, gave it a skeletal mesh and assigned it the mesh I had created. Then, I fed a SpawnActor Torso into the Target of AttachToActor and a Self into the Parent Actor. This does not work, though, with a message that the TopDownCharacter cannot be attached to itself. This isn’t terribly surprising to me, though, since I began my journey with Unreal Engine just earlier today. I have a great deal to learn (I am a systems developer in my day job, so I have a pretty good understanding of programming, but that is of course only the tiniest part of using Unreal Engine to build content.)
So, pointers on what to delve into, if it’s possible to do what I’m looking for here, would be greatly appreciated.
I did wonder whether the concept of weapons being attached to players might be helpful here, but I don’t know if a weapon can have a weapon of its own.
Thanks very much,