Multicomponents allow to divide the resultant Skeletal Mesh generated by a Customizable Object into multiple Skeletal Meshes (Components). In the following example, we can see that the head and the body of the Cyborg are two separated Skeletal Meshes.
How to Generate Multicomponents
Now, Base Object nodes have a new property called "Num Mesh Components". This property allows us to specify how many components we want to generate.
Once we have set the number of components that are going to be generated we have to set a Reference Skeletal Mesh for each of these components. To do so, we have to add a new slot to the "Reference Skeletal Meshes" array in the "Objects Properties" tab. As we said, we have to add a new element for each component.
If we compile the Customizable Object we will already have a multicomponent asset. However, all the new components will be empty.
To fill the components, we have do one last step. The node that decides what goes to each component is the Material Node. There is a new parameter called "Mesh Component Index" where we select the component that will contain the Section related to this Material.
Once we have selected the Component Index for each material we just have to click "Compile".
- Last Author
- max
- Last Edited
- Jun 28 2022, 10:48 AM