Naming Reference
Names identify the asset class, model, equipment type and appearance. Character fit is identified by its folder and Skeleton.
Design categories#
These labels reflect our own differentiation of equipment. Armor names such as Light, Medium and Heavy describe relative visual heaviness within this collection. Clothing names such as Beggar, Commoner, Merchant and Aristocrat group garments by their imagined cost and style; they have no relation to real historical estates or social classes.
Style labels such as Roman and Nordic identify artistic influences adapted to the same dark magic medieval world.
Read a filename#
SK_Chest_103_Type7_Commoner_m1 identifies a Skeletal Mesh, model 103, chest Type7, and appearance m1. MI_Chest_103_Commoner_m1 and T_Chest_103_Commoner_D identify its material and base-color map.
| Token | Meaning |
|---|---|
SK_, SM_ |
Skeletal Mesh / Static Mesh |
MI_, T_ |
Material Instance / texture |
Chest_, Helm_ |
Model identity; numeric subvariants can distinguish geometry |
TypeN |
Equipment type identifier |
Light, Medium, Heavy |
Our internal armor weight categories |
Beggar, Commoner, Merchant, Aristocrat |
Our clothing cost/style groups |
Nordic, Roman |
Artistic influence |
T1, T2, … |
Artistic tier |
m1, m2, … / set_ |
Appearance/material variant |
Material and texture names omit TypeN. Shared atlas names may list several model IDs. Model ID alone does not prove identical geometry, UVs, skinning or cloth setup.
Equipment prefixes#
| Prefix | Equipment |
|---|---|
SK_ |
Helmet or headwear |
SK_ |
Cloak |
SK_ |
Shoulders |
SK_ |
Shirt |
SK_ |
Chest equipment |
SK_ |
Left bracer |
SK_ |
Right bracer |
SK_ |
Gloves |
SK_ |
Pants |
SK_ |
Boots |
Equipment type prefixes#
| Slot | Prefix | Equipment type suffix |
|---|---|---|
| Helmet | Type1 |
Helmet. |
| Helmet | Type2 |
Helmet. |
| Helmet | Type3 |
Helmet. |
| Cloak | Type1 |
Cloak. |
| Cloak | Type2 |
Cloak. |
| Chest | Type1 |
Chest. |
| Chest | Type2 |
Chest. |
| Chest | Type4 |
Chest. |
| Chest | Type5 |
Chest. |
| Chest | Type7 |
Chest. |
| Chest | Type8 |
Chest. |
| Gloves | Type1 |
Gloves. |
| Gloves | Type2 |
Gloves. |
| Gloves | Type3 |
Gloves. |
| Gloves | Type4 |
Gloves. |
| Boots | Type1 |
Boots. |
| Boots | Type2 |
Boots. |
| Boots | Type3 |
Boots. |
| Boots | Type4 |
Boots. |
| Boots | Type5 |
Boots. |
| Boots | Type6 |
Boots. |
Type tags use ROG.EquipmentType.; these are naming identifiers, not Blueprint enum ordinals. Chest Type3 and Type6 are reserved. Use the installed table metadata for each item; Chest 117 and 118 currently use NoSleeve.
Bracers and cloaks#
Bracers use stable model IDs: SK_L_Bracer_01 and SK_R_Bracer_01 through 11. Shared resources use MI_Bracers_Set01 and T_Bracers_Set01_D/N/ORM, with three resource sets in total. L/R can be equipped independently.
Active cloaks use consistent underscore-separated model and variant identifiers. Their materials and textures remain shared where appropriate.
Types and legacy names#
The compatibility table maps current Type prefixes to equipment behavior. Chest Type7 is open with sleeves; Type8 is open and sleeveless. Type3 and Type6 are reserved.
The old 5.3 document uses another numeric scheme. Use the named metadata in your installed table, not a legacy integer or an enum's internal NewEnumerator name. RowNames can differ from mesh filenames.
