We are currently working on a system where we can have weapon, equipment and Armour variety for both the player character and enemies. I’d like a little bit of feedback on our approaches and help with a few issues that I am having with the systems.
There are 2 ways we want to attach these items:
- Being bound to a socket and either being a static mesh or having its own small skeleton for jiggle physics; think sword for the first or shoulder pad for the second.
I only just started with these kinds of equipment and (other than setting the correct offset distance from the mesh when they get added dynamically but that is down the road) it works fine.
- Having them bound to the skeleton of the character we are attaching them to as a separate skeletal mesh. This is for large soft bodies like leather Armour straps or boots that cross over multiple joints like around the spine or feet (that aren’t handled by APEX which I’ve found works really well )
The problems I am having here is having all the equipment play the same animations; is there a way to play the animation on only the root character and it gets passed down to all the other skeletal meshes (same skeleton as root) attached in the blueprint without having to pass the anim blueprint?
Thanks for the info,
Aidan