Hi Benjamin! In the end I believe I managed to solve it for now using only 2 players. But 2 players is what I will have so it is ok from this perspective.
I duplicated the following nodes and adapted them a bit:
If the Avatar controlled by Player ID 0 is already in the scene, only update its Skeletal Mesh
If the Avatar controlled by Player ID 2 is already in the scene, only update its Skeletal Mesh
and
New Detection : Spawn a new Avatar for Player id 0 and update its Skeletal Mesh with Body Tracking Data
New Detection : Spawn a new Avatar for Player id 1 and update its Skeletal Mesh with Body Tracking Data
And I am using the same ABP_ZED_Manny, but 2 different BP_ZED_Manny BPs (BP_ZED_Manny and BP_ZED_Manny2)
And I am changing the meshes separately from inside of BP_ZED_Manny and BP_ZED_Manny2 for each of the 2 players. I made a comment on the other post on how I do that for 1 player. See here.
Here is the blueprint
It would be great if you can do a BP where we can use the array in order to use multiple players without needing to multiply the nodes. DO you think you can do it?
I don’t know about the rest, but when using a ZED camera inside of UE for Body Tracking, I am pretty sure, people actually need this ability to use different meshes for different players.
Thank you so much!