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Characters and Animation

Equipment must fit the character's body and follow its animation pose. Start with the variant built for that character, then test the outfit with the animations used in your game.

Choose the fitted variant#

Character Equipment family Body folder in Common/Characters
Manny Characters_UE5_Mannequins/Manny UE5_Mannequins/Manny
Quinn Characters_UE5_Mannequins/Quinn UE5_Mannequins/Quinn
ROG Male Characters_ROG_CodeSpartan/ROG_Male ROG_CC_CodeSpartan/ROG_Male
ROG Female Characters_ROG_CodeSpartan/ROG_Female ROG_CC_CodeSpartan/ROG_Female
ROG Female Origin Characters_ROG_CodeSpartan/ROG_Female_Origin ROG_CC_CodeSpartan/ROG_Female/ORIGINAL
CC Male Characters_CC/CC_Male CC_mlindborg/CC_Male
CC Female Characters_CC/CC_Female CC_mlindborg/CC_Female

ROG Female and ROG Female Origin have separate assets and skeletons. Check the mesh's Skeleton property before assigning it to a character.

These fitted variants do not establish automatic support for an arbitrary custom body or MetaHuman. A different body may require mesh fitting, skinning, or animation retargeting.

Third party characters and body customization#

The equipment packs include simplified bodies for demonstration. They do not include the complete third-party character products with their original textures and full morph libraries. Obtain the original character product separately when your game needs its customization system.

The previous documentation lists CodeSpartan Character Customization and mlindborg Character Customizer as supported character families. Its references to UE4 Mannequin and Universal Character Customization System belong to the older release. Use the content supplied with your purchased version to check legacy availability.

Equipment compatibility morphs adjust particular intersections between items. They are different from a full body shape customization system. Do not assume the equipment follows arbitrary body fat or other customization morphs automatically.

Synchronize a rigid equipment mesh#

For a compatible mesh that only needs to follow the body pose, add a Skeletal Mesh Component, assign the equipment, and connect its Set Leader Pose Component node to the body's animated mesh. Keep the fitted component transform aligned with the body.

Leader Pose requires a matching bone hierarchy and does not give followers independent animation or physics. Copy Pose From Mesh is an alternative when a part needs its own animation evaluation; it copies matching bones and requires correct tick ordering. See Epic's modular character guide for the setup tradeoffs.

For simulated garments, also follow Cloth simulation. Choose the pose and simulation setup together.

Use the character data#

The shared table is:

/Game/ROG_Modular_Assets/Common/Characters/Blueprints/DT_Characters

Its SCharacter rows reference the character identifier, full body, separate body parts, demo animations, and a demo shirt. The demo character uses these references when switching bodies.

When adding a character, provide a consistent set of body meshes and animations. Then add its equipment catalogs to the appropriate product table. Changing only the full body reference can leave the selector using parts or items from another variant.

Body visibility and morphs#

The Blueprint examples include body visibility and morph handling through BPI_ClothInterface. Equipment can hide covered body regions and adjust the body for the selected outfit.

Preserve this handling when adapting the demo. Replacing only a visible equipment mesh can leave the previous item's body visibility or morph changes active.

Morphs act on targets available in the selected mesh. Use the ranges supplied by the example and inspect the result during movement.

For detailed coverage and layering rules, see Outfit compatibility.

Validate your outfit#

Check an idle pose, walking, running, and the widest arm and leg movements your game uses. Inspect body coverage, seams, sleeve and glove intersections, boots against pants, and the space between robes or cloaks and underlying equipment. Resolve fit problems before tuning cloth collision.

Part of the 6.0 documentation draft
© AtlantGames / ROG Modular AssetsMade for creators.