Hi! So I am trying to figure out how I would go on about making separate parts of my character that can go together (aside from the production aspect in other software, that part I got covered).
I just can’t seem to quite put my finger on what UE4 would actually expect you to do.
For instance, I have a belt with a lantern with a physicsasset/rigidbody on it (letting the lantern sway). I wish to give the option to have my character wear it.
I could just spawn and attach it to the hip bone of my character. But then the belt wouldn’t be skinned to the bones and deform with the character.
I *could *skin it to the skeleton in my modeling software and just add it to the character BP, but that means I have the instance of the character animating to one skeleton and the instance of the belt animating to another, with twice the animation data and skeletons running around together that just happens to match up.
Lot’s of systems like adding parts with rigidbodies to your character seems to presume that they will all be there from the start so that you just add them to the character as is.
I’m really struggling to find info on how to do these things in more modular ways without them being tacky/hacky methods that look ok then and there but are just a mess that’s bound to break.
I remember that having a lot of animating skeletal meshes were super expensive back in the UDK days, but maybe that’s changed?
Edit: I found this, but a lot of my questions still stand.
In this example, would I skin the belt to the skeleton, and import it as a skeletal mesh?