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Cannot add skeletal mesh

So I got an item system which spawns a blueprint, containing the material and skeletal mesh (Skinned) for an item, and then adds it as a component to the player character on a given socket.

Now currently I have to create a new Blueprint for each item. It's not very maintainable to make game design change for a few hundred items.

How can I do this automatically? Either via blueprint or C++. To just spawn the base class, specify the mesh and material to be used and then attach it to the socket? I have tried everything and I haven't gotten the mesh to show up at all ingame while trying to add it dynamically at runtime.

The whole character is just a single skeletal mesh with various sockets in the different places (Head,Chest,Hands, ...)

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asked May 09 '15 at 01:02 PM in Blueprint Scripting

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Sir Rogers
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avatar image Narghile May 09 '15 at 01:23 PM

Ok, you may need your stuff in an Struct Array to solve this

This way, you can store the item details, but a reference to the object itself.

Spawn, add to array then reference that array.


avatar image Sir Rogers May 09 '15 at 02:00 PM

I'm sorry Narg your answer is very abstract and doesn't make sense to me.

I cannot successfully spawn an empty blueprint at runtime and populate it with the right mesh+mat. No matter if I save the mesh+mat in an array or just enter them manually into blueprint.

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