Same Character Different Roles

This is the beauty of game dev. Sounds like you have a lot of logic execution to figure out. You can add components to your character in mass for all the different weapons and clothing and backpack and such and use nodes like “set hidden in game” when they aren’t in use. This eliminates draw calls for components not in use, so you can add a ton of them right in the viewport. Use “Set Visibility” in the same way, but you are still drawing calls when using that.

Use branch nodes with booleans to switch betweens “roles”. Like a key press that sets something like “IsArcher?” To True and all the other roles to false. Hide all components not relevant to the archer with “Set Hidden In Game” and another node of the same type for your bow and arrow to show them. If you have firing mechanisms for different weapon functions you can just switch off those branches depending on the boolean to run your desired logic.

You can use master pose component for modular skeletal meshes. You can swap materials, skeletal meshes, static meshes in real time to change anything you like with a simple key press into your logic, just branch off to the desired logic.

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