Parent a mesh+skeleton to a 'master' skeleton

Hey there,

In UE3/UDK there was something called a ‘parent anim component’. Basically you’d start with a base skeleton with every possible bone + animation there. Then you could attach a ‘gloves’ mesh/skeleton, a ‘head’ mesh/skeleton, etc. They’d all have the same skeletal hierarchy to them as the base, master skeleton. Is there a similar layering method in UE4 like this? I can’t find anything explicitly similar to parent anim component or a similar method in blueprints right off the bat. (Maybe something like ‘set skeletal parent anim component’ or the like).

Thanks,
John

Answering my own question…was searching for ‘parent’ like in UDK. It’s now referred to as ‘master’