I know that you can create a static mesh from an entire skeletal mesh, but is it possible to create a static mesh from only part of a skeletal mesh?
So, an example would be creating a static mesh of a hand from a skeletal character mesh.
I know I can use the Modeling Tool to edit static meshes, but it’s a pain to do when you’re dealing with characters, and you want to be as specific as possible.
Also, while I’m here, is there really no shortcut for a “Print String” node? I mean, really, none?
I am not versed in any way that the first part of your question is possible… But as far as adding a keybind to create a node, here’s another user showing how they added it, with PrintString as the primary example!
Not having tried this, but off the top of my head:
make the pose for the skeletal mesh
make a static mesh out of it (right-click in the Content Browser IIRC)
use the in-editor modeling tools to chop off the hand
You have a new Cousin-Thing.
To the best of my knowledge, that’s the only way you could do it. There’s really no other functionality to instance the static-mesh except as noted above. That or you somehow use the geometry-scripting to write your own tool.
Even if there was a way to export just the bone-weighted parts of the skeletal mesh, you still have a hole on the wrist, so there is going to be a mechanical-step to close that off, either inside Unreal or some other app.
I’m NOT an expert, but in my travels, I’ve not seen such a seamless functionality.
Yes, I’m aware that there’s usually always a good reason something is unable to be done. That’s why I’m just accepting it, working with/around it, and moving on, because I know there’s another challenge right around the corner.