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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.

Part of the 6.0 documentation draft
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