Forgive my ignorance, but I am inexperienced with certain aspects of the UDK. I'm curious about certain elements of the modular pawn system.
*When importing the pawn, is the pawn itself physically separated into several meshes? Are the different parts of the pawn defined entirely in Unrealscript? Does it have something to do with the rig's bone naming conventions?
*This ties in with the question above. How are the different options for the modular pawn then imported to be used with the rig and animation data?
We are attempting to use the modular pawn system to display the main character wearing different pieces of armor, and this is something in which we have no experience.
Thank you for your time.