Best approach to creating a custom armor/part system for a mesh?

So I’ve been doing some searching on this and the question has been somewhat asked before, but more pertaining to adding armors to characters. What I’m going for is more of a mech assault type system. Should I still go with a socket system? I want to be able to say, swap out arm, or leg components.

I figure if I create all of the assets as individual static meshes, I could get away with socketing, but I’m not 100% sure. Just trying to get a solid plan going into this. My only concerns with this method is clipping, and lining up sockets to new meshes.

Again, just looking for some input on good way to do this.

Thanks in advance :smiley:

Maybe you could get the rotation of the bone that you are attaching the socket to? So something along the lines of, having the attach socket, somewhere along the middle of the thigh, call it ‘thigh_attach_socket’. Then have 2 more sockets, one at each end of the ‘thigh bone’, a start and an end. Call them ‘thigh_line_up_start’ and ’ ‘thigh_line_up_end’.

Then you can attach sphere components in the blueprint, called ‘ThighAttach’, ‘ThighStart’ and ‘ThighEnd’. You could then get the rotation for those sockets and set the rotation for your ‘ThighAttach’ to the rotation vector of the rotation vector between the ThighStart and ThighEnd (FindLookAtRotation()).

Something along those lines?

Sounds interesting. I’ll give it a shot. Thanks for your input! :smiley: