When creating / modifying one of the templates of a player character is it possible to use a static mesh instead of a skeletal mesh? I’m trying to edit the topdowncharacter blueprint in the template map because it’s the closest to what I’m trying to accomplish. However the object isn’t a person but rather a blimp, which for mockup purposes doesn’t need any moving parts.
I’m trying and failing to replace the current skeletal mesh of a person and replace it with a static mesh of a blimp. I am trying to use the animation process to create simple left/right turning animation to correspond to mouse clicks. However I can’t get the player controller to utilize the static mesh; is this even possible? (I’m trying to learn UE4 without having to learn maya right away too).
It’s certainly possible. All you need to do is to delete the skeletal mesh component and then add a static mesh component to the character BP, and set your blimp as the static mesh. Then you can animate the blimp with Timelines and set/add rotation nodes, etc. inside the character BP.
I can’t remove the static mesh, says it’s inherited and I’m also unable to add a static mesh to the component tree of the player character. This is the problem I’m running into.
Oh right, i forgot. Just remove the skeletal mesh in that mesh component, add a static mesh component and then set your blimp as the mesh for that static mesh component.
I dont remember how the character BP was back when this question was asked, but on 4.9 First Person Template you just delete the Mesh2P component, which is the arms and leave the inherited mesh component empty. Then add your own static mesh component if you like.