Assemble a blueprint with mesh components during import
Forgive me if this has been asked or addressed in the docs, but I can't seem to find an answer...
Is it possible to automate the process of creating a Blueprint asset, assembling static and skeletal mesh components while building the game, not when spawned in the level or at runtime? Ideally using Blutility would be nice, but if not, what about through C++?
Thanks for any insight!
asked Jun 17 '16 at 02:54 AM in C++ Programming
You need a system to attach everything together, starting from one, or various "base" meshes/components. You basically add it as a mesh component, as a children of the root (collision or base mesh), then update the collision. You can have the program do it automatically by looping through attachment rules and arrays, or do it manually with huge if statement (bad practise). Then at the end, update the stats based on added components.
answered Jun 17 '16 at 09:34 AM
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