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Equipment Data Table

The plugin reads all item appearances from the table assigned to DT Cosmetic in Project Settings. Create the table with Modular Equipment Row (FModularEquipmentRow in C++).

Item IDs#

Use a unique positive integer as each Row Name: 1, 2, 101, and so on. Cosmetic ID and Skin ID resolve to the decimal Row Name. Use 1, not 001 or Boots_01, for Cosmetic ID 1.

For character equipment, IDs of 0 or below remove the specified slot. Use Clear Slot when you want an explicit removal operation. Keep IDs stable if you reference them from your own inventory or saves.

Row fields#

Field Purpose
Developer Note Description for the person editing the table
Equipment Type Gameplay Tag used by visibility and morph rules
Icon Optional soft reference for your interface; the equipment component does not display it
Mesh Default Skeletal Mesh soft reference
Override Materials Optional material soft references, applied by material index
Female Override Enables a separate female appearance for this row
Mesh Female Mesh used when Female is true and Female Override is enabled
Override Materials Female Material overrides used with the female appearance

Equipment Type describes the item's shape or coverage. Slot describes where the item is equipped and is supplied separately in Item Appearance. For example, an item with type ROG.EquipmentType.Boots.High can be requested in slot ROG.EquipmentSlot.Boots.

The row does not declare or enforce an allowed slot. Your project should validate slot selection when accepting equipment requests.

Materials and female variants#

Leave the override array empty to use the new mesh's materials. Array index 0 overrides material index 0, and so on. Missing optional materials fall back to the new mesh's material.

If Female is false, the plugin uses Mesh and Override Materials. If Female is true and Female Override is disabled, it still uses those default fields. If both Female and Female Override are enabled, it uses the female fields. A missing female mesh does not automatically fall back to the default mesh.

Set Female selects equipment variants. It does not replace the body mesh, skeleton or animation setup.

Using existing asset catalogs#

The asset packs' Blueprint demo tables have their own row structures, category references and item identifiers. They cannot be assigned directly as the plugin's item table.

For each appearance you want to use:

  1. Add a numeric row to a Modular Equipment Row table.
  2. Set its Equipment Type and a mesh fitted to your chosen character.
  3. Copy the appearance's material overrides in the correct index order.
  4. Configure female fields if the item has a separate female fit.
  5. Keep a mapping from your gameplay item identifier to this numeric Cosmetic ID.

Several mesh/material appearances can share one Equipment Type while using different IDs. If you import CSV data, it must match this row structure, tag namespace and asset paths; an asset catalog CSV is not automatically compatible.

Loading#

Meshes and override materials use soft references and load asynchronously during gameplay. The item table itself is loaded synchronously when first requested. For a large table, preload it during your project's loading phase to avoid a first-use delay.

ROG Modular Equipment · 1.0 documentation
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