In UE3/UDK there was something called a ‘parent anim component’. Basically you’d start with a base skeleton with every possible bone + animation there. Then you could attach a ‘gloves’ mesh/skeleton, a ‘head’ mesh/skeleton, etc. They’d all have the same skeletal hierarchy to them as the base, master skeleton. Is there a similar layering method in UE4 like this? I can’t find anything explicitly similar to parent anim component or a similar method in blueprints right off the bat. (Maybe something like ‘set skeletal parent anim component’ or the like).