Character Setup
Prepare the character's existing Skeletal Mesh Components and connect them to the plugin through Component Tags. These are plain names in a component's Component Tags array, distinct from Gameplay Tags such as ROG.EquipmentSlot.Boots.
Main body and equipment#
Set the main body component's Component Tag to the value of Main Body Mesh Tag. The default is BODY_MESH.
For each equipment slot, create a separate Skeletal Mesh Component and assign the Component Tag configured in Equipment Slots. Use one component per slot and a unique discovery tag. Do not put BODY_MESH on an equipment component: a component identified as the main body is skipped during equipment discovery.
These are the default mappings:
| Equipment Gameplay Tag | Component Tag |
|---|---|
ROG. |
CLOTH_ |
ROG. |
CLOTH_ |
ROG. |
CLOTH_ |
ROG. |
CLOTH_ |
ROG. |
CLOTH_ |
ROG. |
CLOTH_ |
ROG. |
CLOTH_ |
ROG. |
CLOTH_ |
ROG. |
CLOTH_ |
ROG. |
CLOTH_ |
ROG. |
CLOTH_ |
ROG. |
CLOTH_ |
The shirt component's default discovery tag is CLOTH_ROBE. Keep that value or change both the setting and component together. The helmet slot is Helm; its equipment type uses Helmet.
Body visibility methods#
Material Slot#
Choose Material Slot when one main body mesh separates its body regions into named material slots. Material Slot Body Parts maps each body Gameplay Tag to a material slot name. The plugin shows or hides the corresponding material sections across the mesh's LODs.
| Body Gameplay Tag | Default material slot names |
|---|---|
ROG. |
Head |
ROG. |
Chest |
ROG. |
Arms |
ROG. |
Hands |
ROG. |
UpperLegs, LowerLegs |
ROG. |
Feet |
Replace those names with your body mesh's actual slots. Multiple entries can use the same body Gameplay Tag, as with the two leg slots. If the whole body uses one material section, the plugin cannot independently hide its feet with this method.
Combined Mesh#
Choose Combined Mesh when body parts are separate Skeletal Mesh Components. Despite the setting's name, this mode controls separate components; it does not merge meshes.
| Body Gameplay Tag | Default Component Tag |
|---|---|
ROG. |
BODY_ |
ROG. |
BODY_ |
ROG. |
BODY_ |
ROG. |
BODY_ |
ROG. |
BODY_ |
ROG. |
BODY_ |
Assign the configured tags to the body components. Use one component per body tag. In this mode, keep the main body discovery tag distinct from the separate body-part discovery tags.
Animation and fit#
Component discovery does not configure attachments, skeleton compatibility, Leader Pose or animation Blueprints. Prepare that setup for your character. Epic's Working with Modular Characters explains Leader Pose and Copy Pose options.
For a simple shared-skeleton setup, Leader Pose can be a starting point. Garments with separate animation or physics may need a different arrangement. Test their motion after swapping meshes.
Initialization#
The component initializes when it reconciles an outfit or refreshes visibility. Ordinary Blueprint characters do not need an additional initialization call at BeginPlay.
For a C++ character, Initialize Cosmetic Equipment can be called after the actor's components exist, for example in PostInitializeComponents. Component discovery is cached. Prepare components and tags before initialization rather than adding them after the first equipment change.
