Sorry if this is a stupid question, or if I am overthinking this.
I am talking about objects such as a bow, where I cannot animate by moving/rotating static meshes in the engine itself, as parts of the bow move relative to other parts (such as the drawstring ‘folding’ when it is pulled back, and the handle deforming slightly when pulled). Should this be done with a custom skeletal mesh?
When I look at guides for using animation montages and skeletal meshes, everything I find is about character animations, and the whole process seems overkill, and my first thought is that it would be overkill and too performance heavy for animating lost of little objects (correct me if I’m wrong and a skeletal mesh itself isn’t too performance heavy, I just associate it with characters that can be expensive to have lots on the screen).
Another example might be a water wheel on a building in a city builder game - in this example I suppose that I could make the wheel itself a separate static mesh and rotate it about an axis, but in this case I don’t want to complicate my code for my ‘water mill’ actor, as the visuals are not the focus of my code, the functionality is. I would rather just be able to do something like WaterMill.GetMesh().PlayAnimMontage() for example - which would play an animation I have made in Blender or something.