Creating A Customize System With Different Stats

Thank you for answering my questions, the suggestions you have me are helpful. But I’m still kinda stumped on some things during the process. I was wondering if your still want to help me on what I want to achieve for my goal?

Is there a way to create a Customize System for swapping different Static Meshes with different types of abilities, while having a Skeletal Mesh control the movement. Like Attack, Defense, and Stamina like Beyblade. I made different Blueprints for each category, plus is it possible for a Skeletal Mesh control multiple Static Meshes? If not, is there a way for a Static Mesh to be swapped on a Skeleton?

If these static meshes are spawned in the same (or roughly the same) place, then you could try sockets.

You can set a default object that will appear in the editor, so you can line up the socket appropriately. And to change the object at runtime, you need to AttachTo (and its opposite, Detach).

There are some pitfalls with attaching, that it might be pertinent for you to be aware of.
One is physics:

And another is if you want to have a skeletal mesh attach to the socket (for animations) and network replication.

(The solution I present in that second link is the only workaround I’ve been able to find)

Good luck!

What part(s) were you struggling on or with?

To lay things out, here’s a super simple and by no means ready-to-ship approach.

I started by choosing a joint in the Skeleton, right click and add a socket (just like the first link above layes out).

Note that I called it “RH_TestSocket”. The “RH” is for Right Hand, so that when you add more sockets, you can easy associate handedness (Chirality) and socket location.
And underneath that, you can see “SM_MatPreviewMesh_02”. I simply right clicked the socket and set a preview mesh. So this is what you’ll see:

I did some alterations on position, scale and rotation so it better fit in the palm of the mannequins hand.

Now I set up two Static Mesh components in the Skeletons Blueprint, namely Socket1 and Socket2. I changed their mesh to use the SM_MatPreviewMesh_02 and SM_Rock that come with the starter kit. And I created a BeginPlay node to set at least one of the meshes to be in the socket.

You can see the mesh in the right hand of the mannequin.

Next I created some new “Input” in the project preferences.
See [here][4] if you’re not familiar with that process.
And with those actions in place, I created a simple Blueprint that would swap out, attach/detatch and hide the old socket item and display the new one.

Which gives us this:

201485-skelsocket_5.png

Now when you press “V” (as that’s what’s currently linked in the Input, but you can bind whatever key or event you want) it’ll switch between the Material Preview Mesh and the Rock and back again, always attaching it to the socket and scaling it to what was set for the sockets values.

NB: This approach is ridiculously flawed! It is not designed to be a drop in solution, but rather to demonstrate how to create a Socket, attach and detatch and see a mesh swap between the sockets.
Your final solution would need to better account for a much wider range of Items and Sockets.
I can upload the simply project I built, but with the starter content, it’s 645mb, so will take a while - but everything above was built simply with a New Project, including the starter content and following the links I provided at the top.

Is this possible with a pawn? I was planning on having a pawn be swapped with a character that launches the pawn.

The whole approach above is linked with a Skeletal Mesh and the Blueprint that houses it - so yes, you could use a Pawn, it’s not limited to a Character.

I’m not entirely sure what you’re trying to achieve, though.
Are you wanting your Pawns and Characters to be controlled? Like you have a Character running around, then enter a Vehicle (which would be a Pawn) and now you control said Vehicle.

Also, ACharacter extends APawn, but also houses some extra functionality for bi-pedal characters, such as network prediction.

Well my goal is to make a game for Beyblade. I wanted to make a Customization System to swap different parts with different stats and have the pawn to have EXP to increase Health.

Then during the View port the character would be able to choose which part they want to assemble and battle with it.

Right, I getcha.

Yup, you could totally have the current Pawn (be it an APawn or ACharacter) that the Player is controlling be the one that selects the various parts. Have those do an attach, the parent is simply the different target with the socket name (rather than the Skeleton that I laid out), as you can see in the blueprint node.
Then when you enter combat, have your PlayerController “Possess” the constructed Pawn, do combat and when you’re done, Possess the original Pawn/Character.

Something like that.

Mind you, if they’re how I see in various videos, how would you “control” them? They seem more akin to an AActor with physics properties, then you needn’t worry about different possess states?

The pawn would have the Face Bolt (that is shown in the picture) control the movement of the whole Beyblade, while having the Fusion Wheel (the Metal Part) cause a Spark Emitter and give and receive damage.

Plus I want to make a Customization Menu to change them through as well, like selecting them and adding a preview view of it.