It could be a long way until good folk at Tripwire implement in-game cosmetic preview feature (of things you don't own yet), so i'm trying to do it in SDK. I've read the article https://tripwireinteractive.atlassia...+Test+Tutorial
My questions:
1. How do i preview skeletal mesh cosmetics like cloth masks (Justice mask, ski mask) in-game along with other cosmetics (i.e. not in AnimSet Editor)? They are not static meshes and i can't make an InterpActor variable for them in Kismet. The only way i found is straight up replace characters head with cloth mask, but in this case it's a ghost wearing a mask, with empty void staring at you from the eye holes.
2. What is the sure way to tell (in sdk) which cosmetics are compatible? Which properties indicate what can go together according to game logic and which cannot? I only understand you can have only one item in every attach slot according to this article https://tripwireinteractive.atlassia...+Item+Tutorial (Eyes_attach, Face_attach, Hat_attach) but what other restrictions are there?
Picture related, some cosmetics together, most likely incompatible but i wouldn't know:
My questions:
1. How do i preview skeletal mesh cosmetics like cloth masks (Justice mask, ski mask) in-game along with other cosmetics (i.e. not in AnimSet Editor)? They are not static meshes and i can't make an InterpActor variable for them in Kismet. The only way i found is straight up replace characters head with cloth mask, but in this case it's a ghost wearing a mask, with empty void staring at you from the eye holes.
2. What is the sure way to tell (in sdk) which cosmetics are compatible? Which properties indicate what can go together according to game logic and which cannot? I only understand you can have only one item in every attach slot according to this article https://tripwireinteractive.atlassia...+Item+Tutorial (Eyes_attach, Face_attach, Hat_attach) but what other restrictions are there?
Picture related, some cosmetics together, most likely incompatible but i wouldn't know:
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