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Equipment and Data Tables

The Blueprint examples separate item selection from applying the item to a character. A selector reads a data table row, creates an equipment object, and passes it to the character's equipment component.

Shared Blueprint assets#

These assets are located under Common/Characters/Blueprints/Cloths:

Asset Role
BPC_ClothComponent Holds equipment objects and adds or removes them by equipment type
BPI_ClothInterface Connects equipment changes to the owner's mesh, visibility, and morph handling
BP_BaseClothObject Common equipment object base
BFL_ClothConstructor Creates typed equipment objects from item information
ArmorObjects Base objects for helmets, chests, pants, and boots
AccessoriesObjects Objects for cloaks, robes, shoulders, gloves, and individual bracers

Here, Cloth in a Blueprint name refers to the equipment system. It does not mean that every item runs a cloth simulation.

Equip an item#

Use the supplied selector graph as the reference for the item type you are adding. For example, to equip a helmet:

  1. Read a helmet row from the selected character's helmet table.
  2. Pass its item information to ConstructHelmetCloth in BFL_ClothConstructor.
  3. Set the constructor's Outer to the owning character, following the demo example.
  4. Pass the returned equipment object to AddCloth on that character's BPC_ClothComponent.

The constructor returns an object; it does not spawn a world actor. AddCloth updates the item for its type and invokes the owner's equipment handling. RemoveCloth takes an EClothType value and removes the corresponding item.

The function library also contains constructors for chests, pants, boots, cloaks, shoulders, gloves, robes, and left and right bracers. Preserve their typed row information rather than passing only a mesh reference.

Product catalogs#

The Armor master table is:

/Game/ROG_Modular_Assets/Armor/Blueprints/DataTables/DT_Armor

Each character entry points to its helmet, chest, pants, boots, and additional accessory tables.

The Accessories master table is:

/Game/ROG_Modular_Assets/Accessories_Robes/Blueprints/DataTables/DT_Accessories

Its character entries point to cloaks, shoulders, robes, bracers, gloves, and additional armor tables. The Clothing demo catalog is being prepared for this release; follow its final supplied selector and table references when integrating that pack.

Add an item to a catalog#

Duplicate a suitable row in the correct character and category table. Give it a unique row name, assign the intended mesh, and review its type fields. Keep the row structure used by that table.

For example, chest rows include ChestMesh, ChestType, and SleeveType; robe rows include RobesMesh and RobeType. Bracer pair rows contain separate left and right bracer information.

Types influence outfit behavior. Start with an item of the same construction and compare the result with sleeves, gloves, and other accessories. Keep the empty or unequipped row supplied by the table so the selector can remove the item cleanly.

Use Naming reference when reading the Type prefixes, and Outfit compatibility when setting visibility and morph behavior. The older documentation's numeric slot types are not interchangeable with the newer mesh Type numbers or Blueprint enum values.

If the new row does not appear, check that the master table points to the table you edited for the currently selected character. A mesh in the Content Browser is not automatically a row in the demo catalog.

Adapt the demo to your game#

Keep the character's required interface, equipment component, and slot mapping when reusing the Blueprint equipment flow. Connect inventory item selection to the constructor and AddCloth calls. Save your own stable item identifiers and resolve them back to the appropriate table rows when loading a character.

The authoring project also enables a native plugin named ROG_ModularEquipment. Its API and table structures differ from the Blueprint equipment examples above. Use the system supplied by your release consistently when extending the demo.

Part of the 6.0 documentation draft
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