Naming Reference
The companion equipment naming sheet relates an asset's slot prefix and Type prefix to its intended equipment category. Use it to understand an item before assigning its table metadata.
Equipment prefixes#
| Prefix | Equipment |
|---|---|
SK_Helm_ |
Helmet or headwear |
SK_Cloak_ |
Cloak |
SK_Shoulders_ |
Shoulders |
SK_Shirt_ |
Shirt |
SK_Chest_ |
Chest equipment |
SK_L_Bracer_ |
Left bracer |
SK_R_Bracer_ |
Right bracer |
SK_Gloves_ |
Gloves |
SK_Pants_ |
Pants |
SK_Boots_ |
Boots |
A full asset name may also identify a design, tier, or appearance variant. Preserve those identifiers when extending a catalog. They do not change the intended body family shown by the folder and Skeleton property. Material instances (MI_) and textures (T_) omit the Type* token: for example, MI_Chest_103_Commoner_m1 and T_Chest_103_Commoner_D. Equipment Type metadata belongs to the mesh/table naming scheme, so changing it does not require renaming shared materials or textures.
Type prefixes in the companion sheet#
These labels describe the supplied naming sheet. They are not a numeric conversion table for Blueprint enum values.
| Slot | Prefix | Equipment type suffix |
|---|---|---|
| Helmet | Type1 |
Helmet.Base |
| Helmet | Type2 |
Helmet.Open |
| Helmet | Type3 |
Helmet.Closed |
| Cloak | Type1 |
Cloak.Base |
| Cloak | Type2 |
Cloak.Enveloping |
| Chest | Type1 |
Chest.Base |
| Chest | Type2 |
Chest.BaseSleeveless |
| Chest | Type4 |
Chest.Robe |
| Chest | Type5 |
Chest.RobeSleeveless |
| Chest | Type7 |
Chest.Open |
| Chest | Type8 |
Chest.OpenSleeveless |
| Gloves | Type1 |
Gloves.Base |
| Gloves | Type2 |
Gloves.BaseOpen |
| Gloves | Type3 |
Gloves.Long |
| Gloves | Type4 |
Gloves.LongOpen |
| Boots | Type1 |
Boots.Base |
| Boots | Type2 |
Boots.BaseOpen |
| Boots | Type3 |
Boots.Slippers |
| Boots | Type4 |
Boots.SlippersOpen |
| Boots | Type5 |
Boots.High |
| Boots | Type6 |
Boots.HighOpen |
The equipment tag namespace is ROG.EquipmentType.. The chest naming scheme was revised on 11 October 2026: Type7 / Chest.Open preserves the body chest and hides the arms; Type8 / Chest.OpenSleeveless preserves both the chest and arms. Both retain the shirt with its Armor morph. Chest Type3 and Type6 are reserved; existing Type1, Type2, Type4 and Type5 names remain unchanged. The native plugin implementation is maintained separately; asset prefixes are not Blueprint enum ordinals.
The migrated Type7 mesh families are Chest 103 Commoner, Chest 132 and 133 Merchant, Chest 117 Commoner Woman, and all female Chest 118 variants (Commoner Woman and Merchant Woman). Other former Chest Type3 meshes use Type8. Shared 132-133 Merchant materials and textures retain their design and variant identifiers and omit the Type token, as do all other MI_ and T_ assets.
Shoulders, pants, shirts, and individual bracers have no Type prefix requirement in this sheet. The Blueprint table structure still determines what information to supply to its constructor.
Keep legacy numbering separate#
The previous 5.3 document uses a different slot type scheme. For example, its glove type 1 means long gloves, while the companion sheet's Gloves Type1 means base gloves. Its boots start at 0 for slippers, while the companion sheet starts at Type1 for regular boots.
Read the identifier in the context of its source. Set the named metadata fields for the actual installed row structure instead of copying a legacy integer or an enum's internal NewEnumerator identifier.
Source: Equipment Mesh Naming and Compatibility Rules, the supplied sheet's columns A through F. See Outfit compatibility for its body visibility and morph behavior.
