I’m looking to create a system where I can easily separate the different skeletal meshes of a character to detach them and simulate physics when needed. I found this interesting article on modular characters in Unreal Engine that explains the process:
For better long-term performance, I plan to use the third method, Skeletal Mesh Merging
. However, I came across this section:
It shows that Unreal Engine typically handles pre-made animations for modular characters. But in my project, the character will be using procedural animations (mainly driven by calculations within the Control Rig). I’m wondering if this modular character system, with multiple skeletal meshes, would work well with procedural animations and still allow me to detach a skeletal mesh at any time to simulate physics on it.
I don’t know much about how these two work together, so I would really appreciate any feedback or advice!.. Thanks!