Blueprint Reference
The following functions are exposed by the current plugin API. Spaces in Blueprint node names correspond to the C++ function names shown in code formatting.
Modular Equipment Component#
| Node | Inputs | Behavior |
|---|---|---|
Initialize Cosmetic Equipment (InitializeCosmeticEquipment) |
Target component | Discovers tagged character components and loads settings; discovery is cached |
Set Cosmetic Slot (SetCosmeticSlot) |
Cosmetic Item: Item Appearance | Updates one requested slot |
Set Cosmetic Slots (SetCosmeticSlots) |
Cosmetic Items: array of Item Appearance | Updates the listed slots; keeps unlisted slots |
Clear Slot (ClearSlot) |
Slot: Gameplay Tag | Removes the selected slot |
Clear All Slots (ClearAllSlots) |
Target component | Clears the requested outfit |
Refresh Visibility (RefreshVisibility) |
Target component | Re-evaluates body and equipment visibility |
Set Female (SetFemale) |
In Female: Boolean | Selects and reloads equipment variants |
Is Female (IsFemale) |
Target component | Returns the current variant-selection Boolean |
Print Visibility Debug (PrintVisibilityDebug) |
Target component | Prints rule evaluations to Output Log |
Setters return no completion result. During gameplay, mesh assignment follows asynchronous loading. Refresh Visibility does not rebuild cached discovery mappings or reload meshes, and is not a general morph-refresh function.
Item Appearance#
| Field | Type | Meaning |
|---|---|---|
| Cosmetic ID | Integer | Positive numeric row ID; non-positive IDs remove a slot through the component setters |
| Slot | Gameplay Tag | Target ROG. tag |
Preset Items is editable on the component. Cached Appearance is a read-only Blueprint map from slot tags to successfully applied Item Appearance values.
Async skin action#
Load and Apply Skin (LoadAndApplySkin) takes Mesh, Skin ID and Female. It exposes On Success and On Fail. The action's Cancel function ends the request without broadcasting either result. See Skin previews.
Editor library#
| Node | Inputs | Result |
|---|---|---|
Set Preset Item (SetPresetItem) |
Component, Item | True when an editor preset change is made |
Remove Preset Item (RemovePresetItem) |
Component, Slot | True when an editor preset change is made |
These operate in editor worlds and preserve other preset slots. See NPC presets.
Helpers#
- Request Gameplay Tag Children (
RequestGameplayTagChildren) returns registered descendants of a Gameplay Tag as a container. It does not register new tags. - Static Print Debug Morph Rules (
Static_PrintDebugMorphRules) prints the configured rules for the built-in type and slot hierarchy. Check custom-tag rules directly in settings as well.
