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.
