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Equipment and Data Tables

The Blueprint demo reads an item row, constructs an equipment object, and applies it through the character's equipment component.

Product catalogs#

Pack Master table under Blueprints/DataTables
Armor Armor/Blueprints/DataTables/DT_Armor
Accessories & Robes Accessories_Robes/Blueprints/DataTables/DT_Accessories
Clothing Clothing/Blueprints/DataTables/DT_Clothing

Each master table points to the selected character's category tables and additional demo equipment.

Shared asset Role
BPC_ClothComponent Add/remove equipment objects
BPI_ClothInterface Apply equipment, visibility and morph changes
BP_BaseClothObject Base equipment object
BFL_ClothConstructor Construct typed equipment objects

These assets are under Common/Characters/Blueprints/Cloths. Here, “Cloth” names the equipment system; it does not mean that every item uses cloth physics.

Equip and remove#

For a helmet, read its row, call ConstructHelmetCloth with the owning character as Outer, and pass the result to AddCloth on BPC_ClothComponent. Use the corresponding constructor for another category. RemoveCloth takes the equipment type.

Preserve the interface and visibility/morph handling when adapting this flow. Keep the supplied empty states such as NoRobe and NoCloak so items can be removed correctly.

Add an item#

Duplicate a suitable row in the correct character/category table. Set a unique row name, its Skeletal Mesh, available Static Mesh, and type fields. Chest rows include ChestType and SleeveType; bracer rows hold left and right item information separately.

StaticMesh is a soft object reference. Load it explicitly before spawning a world prop. It does not automatically create an actor or load all static equipment when the table is read. A missing static equivalent remains empty; do not substitute another body fit.

The Original ROG Female fits intentionally have no static equivalents; their StaticMesh fields remain empty.

For gameplay saves, use your own stable item identifier and resolve it to the table row. Item RowNames use shortened identifiers with model, appearance and tier information retained. A mesh filename and its row identifier can differ.

See Compatibility. The separately developed native ROG_ModularEquipment plugin has its own API; this page describes the Blueprint demo.

Native plugin integration#

For ROG Modular Equipment, follow the plugin's Quick Start and Equipment Data Table guide. The native plugin uses positive numeric Cosmetic IDs and its own row structure; these Blueprint demo tables are not interchangeable with the plugin table.

ROG Modular Assets · 6.0a documentation
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