How to make an actor a HandHold?
Lets say I want to make an actor that's a handhold- so it will always have a static mesh as a component, but they will frequently be different static meshes. What's the correct way of doing that? Would it be to rename the blueprint for each variation in static mesh- HandHold1 HandHold2 etc, or is there a different convention?
Posting this as a comment as it's one possible solution that works, but there might be a more elegant way of handling it.
You are on the right track, creating a "HandHold" Blueprint that stores all the static mesh objects you can hold is a good idea. Going with that, you could do something like this:
In this example, I'm just clearing out what is ever in my hand at the moment with the Destroy Actor, then spawning a new object in my hand from the Handhold Blueprint and attaching it to a socket I've created in my Skeletal Mesh for the Right Hand which I've just called the socket "Right".
Not sure if this is what you are looking for, but it's one way to do it.
answered May 22 '14 at 03:36 PM
DizzyWes ♦♦ STAFF
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