Project Settings
Search Project Settings for ROG Modular Equipment. These settings apply project-wide, so the characters using this component should follow the configured tag conventions.
Body and equipment settings#
| Setting | What to configure |
|---|---|
| DT Cosmetic | Your Modular Equipment Row Data Table |
| Main Body Mesh Tag | Component Tag used to find the main body; default BODY_ |
| Body Part Method | Material Slot or Combined Mesh |
| Material Slot Body Parts | Body Gameplay Tags mapped to material slot names |
| Mesh Body Parts | Body Gameplay Tags mapped to Component Tags |
| Equipment Slots | Equipment-slot Gameplay Tags mapped to Component Tags |
Only the body mapping for the selected method is used. See Character setup for defaults and examples.
Rules#
| Setting | Behavior |
|---|---|
| Body Part Visibility Rules | Show or hide a body region when a matching item type is equipped |
| Equipment Slot Visibility Rules | Show or hide an equipment slot when a matching item type is equipped |
| Morph Rules | Set a morph on a target equipment slot when a matching item is equipped in a source slot |
Visibility uses the first matching rule. Morph rules accumulate in list order; later matches replace earlier values for the same target slot and morph within one source item. See Visibility and Morphs before reordering rules.
Load priorities#
| Setting | Default | Applies to |
|---|---|---|
| Load Priority Cosmetic Equipment | 5 |
Runtime loads requested by Modular Equipment Component |
| Load Priority Async Action | 5 |
Loads requested by Load and Apply Skin |
Both are passed to Unreal's Streamable Manager. Keep the defaults unless your project needs to prioritize these requests against other streaming work. You do not need a custom Asset Manager subclass for normal plugin use.
Save the configuration and test it on a fresh Play session. Changes to discovery tags require newly initialized characters; Refresh Visibility refreshes visibility but does not rebuild an already cached component mapping.
