DynamicMeshActor? with dynamic mesh and properties
My wish is to have a generic StaticMeshActor with a couple of properties (e.g. like name, type, group, StaticMesh-name, weight, IsPickable, ...) in a way that i can load the concrete actors at runtime from an external DB. I want to do it that way, because it is a dramatical effort to maintain lets say 10000+ items just by manually changing the static actor files inside the ue4 editor.
Is there a way on unreal engine to do this kind of item management?
So i just found a BAD way, by creating a default StaticMeshActor class like "ItemBase" which has variables for all the properties, some default static mesh and in addition a initialize function. I can spawn a actor of this class and afterwards call the initialize, which spawns the real StaticMesh which shall be visible. BUT this way appears a bit strange, because i spawn stuff twice and the first one of the default mesh is dirty and i need to hide it.
I'm thinking of a set of properties which i can use as input when spawning the actor, lets say in the constructor, but this is impossible with the "Spawn Actor from Class"-node
Like a DynamicMeshActor ;)
Follow this question
Once you sign in you will be able to subscribe for any updates here