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Packs and Folders

All three product areas use the root folder /Game/ROG_Modular_Assets. Product folders contain their equipment; Common holds shared resources used by the examples and meshes.

Product areas#

Folder Equipment categories Where to begin
Armor Helmets, chests, pants, boots, and shirts Open the Armor overview and choose a character variant
Accessories_Robes Cloaks, shoulders, robes, gloves, and left and right bracers Preview accessories on a matching body before layering them over armor
Clothing Headwear, chests, pants, and boots Use the clothing meshes fitted for your character

The directory name for a category can differ between packs. For example, Clothing uses Helms, while some other catalogs use Helmets. Follow the folders and references in your installed package.

Some equipment resources overlap between products. Clothing includes basic footwear based on Armor geometry, while differently configured shirts and chest appearances can share a base mesh. See Catalog and asset counts for the reference inventory and these product differences.

Character folders#

Equipment is grouped into these character families:

Characters_UE5_Mannequins
Characters_ROG_CodeSpartan
Characters_CC

Within each family, select the intended body variant. The project includes equipment directories for Manny, Quinn, ROG Male, ROG Female, ROG Female Origin, CC Male, and CC Female. Availability can differ by purchased product and release.

Shared bodies use corresponding folders in Common/Characters, including UE5_Mannequins, ROG_CC_CodeSpartan, and CC_mlindborg.

Shared resources#

Folder Purpose
Common/Characters Bodies, body parts, skeletons, animation assets, physics assets, and character Blueprints
Common/Characters/Blueprints/Cloths Blueprint equipment objects, interface, component, and constructor functions
Common/Materials Shared material parents and body material instances
Common/Textures Shared texture resources
Common/LODSettings Equipment LOD profiles
Common/Assets Shared equipment resources
Common/Demo Shared demo resources
Maps Overview maps

Migrate dependencies with Unreal's migration tool. Removing Common solely because it sits outside a product folder can break references from the assets you keep.

Asset names#

Prefix Common use in this project
SK_ Skeletal mesh
SKEL_ Skeleton
PA_ Physics asset
M_ Material
MI_ Material instance
T_ Texture
BP_ Blueprint
BPC_ Blueprint component
BPI_ Blueprint interface
BFL_ Blueprint function library
BPW_ Widget Blueprint
DT_ Data table
ABP_ Animation Blueprint
BS_ Blend space

Treat these as navigation conventions. Confirm an asset's actual class and assigned skeleton in Unreal when choosing how to use it.

An asset name can contain a design number, type, tier, or appearance suffix. Keep the existing table reference when extending a catalog; do not infer compatibility rules from the suffix alone.

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