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Outfit Compatibility

Equipment types control body visibility, equipment visibility and fit morphs. The following table separates these operations.

Visibility and morph rules#

Headwear, cloaks and shoulders#

Item Equipment type Hide body Hide equipment Morph request
Helmet Type1 Helmet.Base — Hair —
Helmet Type2 Helmet.Open — — —
Helmet Type3 Helmet.Closed — Hair, facial hair —
Cloak Type1 Cloak.Base — — —
Cloak Type2 Cloak.Enveloping — Shoulders —
Shoulders Shoulders — — —

Shirts and chest equipment#

Item Equipment type Hide body Body left available Hide equipment Morph request
Shirt Shirt.Base Chest, arms — — —
Chest Type1 Chest.Base Chest, arms — Shirt —
Chest Type2 Chest.BaseSleeveless Chest Arms — Shirt → Armor
Chest Type4 Chest.Robe Chest, arms — Shirt —
Chest Type5 Chest.RobeSleeveless Chest Arms — Shirt → Armor
Chest Type7 Chest.Open Arms Chest — Shirt → Armor
Chest Type8 Chest.OpenSleeveless — Chest, arms — Shirt → Armor

Bracers, gloves and pants#

Item Equipment type Hide body Hide equipment Morph request
Left bracer Bracer.Left — — Chest / Shirt → Bracer_left
Right bracer Bracer.Right — — Chest / Shirt → Bracer_right
Gloves Type1 Gloves.Base Hands — —
Gloves Type2 Gloves.BaseOpen — — —
Gloves Type3 Gloves.Long Hands — Chest / Shirt → Gloves
Gloves Type4 Gloves.LongOpen — — Chest / Shirt → Gloves
Pants Pants Legs — —

Footwear#

Item Equipment type Hide body Hide equipment Morph request
Boots Type1 Boots.Base Feet — Pants → Boots_low
Boots Type2 Boots.BaseOpen — — Pants → Boots_low
Boots Type3 Boots.Slippers Feet — —
Boots Type4 Boots.SlippersOpen — — —
Boots Type5 Boots.High Feet — Pants → Boots_high
Boots Type6 Boots.HighOpen — — Pants → Boots_high

— means this item adds no rule in that column. It does not force something visible if another equipped item hides it. Morph entries name the receiving slot and its target; apply them only where the target exists.

Type7 leaves the chest available and hides arms. Type8 leaves both available. A retained shirt still applies its own body coverage. Chest Type3 and Type6 are reserved.

The table does not hide the body head under helmets. The long-glove rules request fit morphs but do not hide bracers automatically.

The body-left-available column means this item does not hide that region; other equipped items can still hide it. Installed per-item metadata takes priority over the filename. Chest 117 and 118 use NoSleeve in the current demo.

Changing an outfit#

Combine the rules of all equipped items. After a change, recompute hidden body regions, hidden equipment and requested morphs; restore only what no remaining item hides. Keep body visibility separate from the clothing mesh visibility.

Check the combination in motion. Some shoulders fit over a chest or robe; bulky shoulders and close-fitting cloaks may intersect even when their type rules permit the combination.

Source: all 26 rows of the equipment compatibility sheet, exported on 11 October 2026. Type tags use the ROG.EquipmentType. namespace; they are not Blueprint enum ordinals.

Fit checks#

To configure this behavior in the native plugin, see Default Equipment Rules, Visibility Rules and Morph Rules.

Combination Check
Shoulders over a bare body Some designs are fitted over a chest or robe; inspect gaps over skin.
Regular cloak and bulky shoulders Check intersections in motion.
Enveloping cloak and shoulders Apply the explicit shoulders-hiding rule.
Long gloves and bracers The current rules request morphs; they do not hide bracers automatically.
Robe sleeves and gloves/bracers Check their fit and any garment restrictions.
Hunter hood and bulky chest Choose the supplied short/long geometry that fits the outfit.
ROG Modular Assets · 6.0a documentation
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