So, I’m developing a game where you can equip different items like helmets, boots, chestplate, etc. Some items can be put outside of the skeleton mesh with a socket like a helmet or a sword, but others seems to make more sense to change the Skeleton Mesh itself like the clothes, armor, etc. Considering that we can have many combinations of items, what is the better to achieve this, should I break the skeleton mesh into many?
you dont need to replace the skeletal mesh for clothing and skinned props.
you can actually append another skeletal mesh like this:
Sure, And after that you can probably trash the project and go back to the drawing board after realizing every mesh or just about suffers from interpenetration during animations.
Yes, you should break the skeleton mesh into many pieces.
And then you also need to implement a variation of the C++ based skeletal mesh merge to turn the split mesh into a single one for usage, at runtime.
This will prevent light artifacts and annoyances one may have with the split pieces.
There are some fairly indept forum topics and there used to be at least until last year a decent official doc on the subject with c++ script kiddy examples.
If they finally made into a blueprint function and you trust epics code, sure…
I would much rather just write my own c++ so I can rely on it… and probably so should everyone else since it’s well documented…
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