Hey. Same question as I posted on the marketplace, but I thought you want prefere it here. I just have one question about one of its core feature. "Due to the fact that the system is scanning for a first matching skeletal mesh where defined sockets exist (etc...)". The system scans for the sockets we want to use without us having to do anything. Which means, if I have a duplicate of a weapon (Like, if i'm dual wielding the SAME source sword mesh), it's impossible for the system to know I want to use the sockets from the left hand sword, or the right hand sword. I understand that a workaround would be to have two different source meshes, as so : RightHandSourceSword with RightSockets, and LeftHandSourceSword with left sockets. This is a shame though, as there is no way (to my knowledge) to just have two different instances of the same source mesh, only with different sockets. You also can't use the "remove sockets" built-in unreal, as it removes sockets from the source mesh, not just from your current copy. So here's my question : Is there a way to implement an actor filter to filter out unwanted meshes before the socket scan without modifying the plugin itself ? If not, I guess it would be a cool feature in the future, as it would make any kind of multi-wielding much easier to setup ! Cheers
Hey. Same question as I posted on the marketplace, but I thought you want prefere it here. I just have one question about one of its core feature. "Due to the fact that the system is scanning for a first matching skeletal mesh where defined sockets exist (etc...)". The system scans for the sockets we want to use without us having to do anything. Which means, if I have a duplicate of a weapon (Like, if i'm dual wielding the SAME source sword mesh), it's impossible for the system to know I want to use the sockets from the left hand sword, or the right hand sword. I understand that a workaround would be to have two different source meshes, as so : RightHandSourceSword with RightSockets, and LeftHandSourceSword with left sockets. This is a shame though, as there is no way (to my knowledge) to just have two different instances of the same source mesh, only with different sockets. You also can't use the "remove sockets" built-in unreal, as it removes sockets from the source mesh, not just from your current copy. So here's my question : Is there a way to implement an actor filter to filter out unwanted meshes before the socket scan without modifying the plugin itself ? If not, I guess it would be a cool feature in the future, as it would make any kind of multi-wielding much easier to setup ! Cheers