The Goal: I want the user to be able to select a skeletal mesh from a list of skeletal mesh’s and add it to their character (like choosing different types of helmets for example). I’d also like each helmet to effect the players abilities in various ways, for example one helmet increases speed while another decreases speed but increases armor. I know how to do this assuming I can store unique integer data with each skeletal mesh.
I’ve been looking into structs and they appear to be what I need. Create a struct for each skeletal mesh helmet and include integer variables to manipulate character actors attributes. This changes the player from selecting a skeletal mesh into selecting a struct. But I am having trouble figuring how best to do that. Turning a struct into an array appears to give me a bunch of editable copies of the same struct where as I need an array of each unique pre-made struct themselves. I tried nesting the structs into a Struct of struct variables but for some reason the unique data of each struct doesn’t carry over to the nested struct of struct variables (all the data appears to need to be re-set in the nested struct despite that data being present in each unique struct).
I feel like I need some form of general struct array that houses all of my unique structs but I see no such general struct variable. Or am I going about this wrong to begin with? Any help is appreciated.