I am working on an equipment system where the eventual plan is to have characters with different socket configurations. We were looking for the best way to manage this, but as far as I know, currently the only way to access sockets is to use the “Get Socket Names” nodes. As far as I can tell, there is no way to categorize or tag sockets at the moment, which makes our equipment system very unstable.
The problem is like this:
Item A has an array that contains locations where it could possibly fit. It passes this location over to the character in the on equip function. The character has an array with all of the sockets listed. Here are the two problems:
A) All characters MUST have the same socket names convention, or things will fail.
B) There is no way to tell if a socket has an object bound to it already, and no neat way to manage that without creating more arrays and mapping.
Unless someone has any clever ideas about how to get around this, is it possible that we could get a few additional features to make socket management easier.
- Tags for sockets. If we could tag sockets like “Hand” “Feet” etc, it would be easier to work with edge cases like critters with more than two hands or two feet.
- A “Is Bound” node for sockets that would return true if the socket is already bound to an actor (other than the bone) and is therefore not empty.