I went the HISM route because my tree meshes have LODs, and I don’t think normal ISMs supported those.
Implementing the multiple units was very easy actually. This was simply a matter of duplicating the skeletal mesh and moving them around in the viewport.
Additionally, the parts in the event graph that call the “move”, “attack” and “death” animations were put into seperate functions, which take in a skeletal mesh component reference.
Finally, I just do a loop over the Anchor scene component’s children, cast to any skeletal mesh component references, and call the new function.
Things I want to add to this though:
- have the units use the anim graph with a time delay, currently they are all exactly in-synch, which is of course a bit sloppy looking
- when the squad takes damage, have individual skeletal meshes already die off. Currently they all just die in sync when the health is fully depleted.
I’ve also done a bunch of other things too, I’d be happy to share more progress, but I don’t want to thread-jack