Hi guys, I’ll try to be synthetic!
Basically, I have a game with a BUNCH of weapons (we’re talking about 30 weapons). The idea is to have a parent BP with the basic functions (shoot, reload, aim…) and values (damage, range, rate of fire…) and then to have all the specific weapons as children.
Now, these weapons have to be animated. I did some research and looks like people, for this kind of things, have a single AnimBP with a switch/select node to recognize (thanks to an index or wathever) what weapon you have selected right now, because obviously, the “plasma cannon” will have a shooting animation that is different from the “flare gun”.
The problem is: my weapons need to be drastically different. To use a single anim bp, I need a skeletal mesh (that would be the one contained in the parent bp, in this case) and a single skeleton, shared by all weapons, that as said, performs different animations depending on the selected weapon. BUT I’d really, really need to have different skeletons. Said weapons are just drastically different and using a single skeleton would be beyond uncomfortable.
Can I switch skeletons? Can it be done? Is this even possible? Am I looking at the wrong solution? Do I have to creato 30 anim bps?
Looking forward to your experience. Thanks for your time!