The Shooter example is a good starting point as to the needs of an FPS Shooter. It seems to be set up as a single player model example using a single set of 1st hands but can included any number of different weapons as a player pawn.
Great if your only using a single player model mesh but won’t accept anything but a single skeletal mesh and not a component character model that can be added to a inventory much along the same lines as the weapons. I’m kind of assuming that it was done this way (UDK style) before the Character Blueprint was available.
Granted we can write the blue print but it would be faster if we could “steal” the <cough cough> asset loader and then sort out what needs to be where as part of our load out design.