Would be interesting to have some sort of bone / socket parenting like we have in actor blueprints. This way, the resulting baked skeletal mesh keeps the same hierarchy and structure seen in blueprints.
Currently, the weapon parts in the sample project all shares the same skeleton, so, i.e. scopes are attached all in the same place no matter what body part you select. This is a limiting factor on potential modular designs.
Baking different skeletal meshes with arbitrary skeletons results on all skeletal meshes being merged at the same point (root bone of each mesh)
Thanks!