Can I get some advice on an efficient workflow for tying a skeletal mesh with buttons, switches, and knobs to blueprint code. I’m building aircraft avionics whose buttons and other controls will be tied to an external simulation via a shared memory space. I want to make importing new panels into UE as simple as possible. Ideally a new panel’s skeletal mesh could be imported, and added to a NewPanel_bp actor derived from “base_panel_bp” which automatically detects all the bones, and allows you to configure whether they’re a button, knob, etc.
Suppose I have a qwerty keyboard skeletal mesh, with each key having its own bone. I want to have an efficient way to tie those keys to a button actor that encapsulates the visual movement of the key using the corresponding bone, as well as the interaction logic of a hand overlapping a volume placed on the surface of the key and the firing of an event to indicate a state change of the key.
I tested out doing work in the construction script of base_panel_bp to iterate through all the key bones, but I can’t create the button actor in the construction script, so I’m a little stuck there. I want to avoid having to make an animation blueprint for each panel if possible, because I really am trying to make the process of importing new panels as simple as possible.