Quick Start
Set up one character and equip one pair of boots. Once this works, add the remaining slots using the same process.
Install and enable#
Use a plugin build supplied for your Unreal Engine version. For a project installation, place the plugin folder at YourProject/Plugins/ROG_ModularEquipment, with ROG_ModularEquipment.uplugin directly inside it. A source distribution requires the project's C++ build environment.
Open Edit > Plugins, find ROG_ModularEquipment, enable it, and restart the editor if prompted. For the engine installation flow, see Epic's Working with Plugins.
Prepare the character#
This example uses Material Slot body visibility.
- Open your character Blueprint and select its main Skeletal Mesh Component.
- In Component Tags, add
BODY_MESH. - Add a Skeletal Mesh Component for boots and give it the Component Tag
CLOTH_BOOTS. - Attach the boots component to the character and configure its animation to follow the body. Use a boot mesh fitted to the character's skeleton and proportions.
- Add Modular Equipment Component to the character.
The boot component must exist before the plugin initializes. If body and boots do not animate together, finish the modular character's animation setup first. See Character setup.
Create one item#
Create a Data Table using Modular Equipment Row. Add a row named 1 with these values:
| Field | Value |
|---|---|
| Developer Note | First boots |
| Equipment Type | ROG. |
| Mesh | Your compatible boots Skeletal Mesh |
| Override Materials | Leave empty to use the mesh materials |
| Female Override | Disabled for this example |
Configure the plugin#
Open Project Settings and search for ROG Modular Equipment.
- Assign your table to DT Cosmetic.
- Keep Main Body Mesh Tag set to
BODY_MESH. - Set Body Part Method to Material Slot.
- In Material Slot Body Parts, map
ROG.BodyPart.Feetto the actual feet material slot name on your body mesh. A material asset name is not the material slot name. - Confirm Equipment Slots contains
ROG.EquipmentSlot.Bootsmapped toCLOTH_BOOTS.
For this first test, keep the default visibility and morph rules. The boots type hides the feet; its fit rule requests Boots_low on a pants component if that target is present.
Equip and remove#
In the character's Event Graph, use the reference to Modular Equipment Component:
BeginPlay
-> Make Item Appearance
Cosmetic ID = 1
Slot = ROG.EquipmentSlot.Boots
-> Set Cosmetic Slot
Target = Modular Equipment Component
Cosmetic Item = the new Item Appearance
This diagram describes the connections; it is not an importable Blueprint graph. In a multiplayer game, perform the equipment change on the server.
Start Play. After the mesh loads, the boots should appear and the feet material section should be hidden. Call Clear Slot with ROG.EquipmentSlot.Boots to remove them. The feet become visible again unless another equipped item's rule hides them.
If this result does not match, use Troubleshooting before adding more equipment.
