High poly vehicle with interchangeable parts attached to a simple rig

Hi UE4 Community,

I’m a 3d artist with a lot of experience working in 3ds max and very less at unreal.
This will hopefully change soon :wink:

Like the title says, I’m looking for a way, how to import a high poly car into ue4.
My goal will be to set up a virtual presentation room with a simple rigged car like a virtual reality showroom.
Nothing too fancy, but throttle and steering and opening/closing of doors would be nice.
The catch, I don’t want to collapse/combine the whole chassis meshes.
For further procedure I want to have access to all the different parts and be able to change/replace them.
My idea was to set up a very low poly car rig like in this tutorial:

Official unreal tutorial: “1 - Overview and car setup”

I managed to achieve this step, but in order to get the high poly mesh attached to it, I was repeating this approach:

From MetalGameStudios: “Unreal Engine 4 Tutorial: Attach to Socket”

I was hoping to combine those tutorials, but it dosen’t work.
The static meshes I was trying to attach by sockets to the vehicle rig are staying at zero while the vehicle moves through the scene.

Is it possible, that the “get player character” node those not know, that the vehicle skeletal mesh is my actual “player”?
Can I switch the original skeletal mesh to not visible to camera and only see the static mesh that is attached to the sockets?
Or is my whole approach questionable?
Any suggestions?

I would prefer to attach a skeleton/armature to the car and make it a skeletal mesh. In this scenario, each moving component would be attached to a bone. It would then be very easy to rotate, move them around.

Also fyi, there is a vehicle character example that has rotating wheels etc. that is exported and imported as skeletal mesh.

By “vehicle character example” do you mean the “Vehicel” and “Vehicle Advanced” Blueprint template?
Like I said, I managed to replicate the steps from this tutorial: Vehicles: Overview & Car Setup | 01 | v4.2 Tutorial Series | Unreal Engine - YouTube
With a very simple skeletal mesh I’m able to move through the scene and get throttle response and steering working.

My question was more aiming in this direction:

How to attach a static meshe to a skeleton mesh?

I found a solution by adding the static mesh as a component in the vehicle rig BP:

In my case there will be many static meshes attached to the rig. We will see how this will perform.

For all the chassis parts this approach will work. But how to deal with the tires and rims?
How can I attach them to my existing skeletal placeholder wheels?
And how can I make the skeletal mesh not visible to camera?

I found a solution. When I add the wheel-parts as a component I can choose a socket in the details tab.

Also in the details tap of my skeletal mesh I can toggle the visibility.