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Runtime Equipment and Networking

Use Item Appearance to select a numeric Cosmetic ID and an equipment-slot Gameplay Tag, then pass it to Modular Equipment Component.

Change one slot#

Make Item Appearance
  Cosmetic ID = 101
  Slot = ROG.EquipmentSlot.Helm
    -> Set Cosmetic Slot

This example requires row 101 to exist and the Helm slot to be mapped to a character component. The change is asynchronous during gameplay. Calling the setter is not a notification that the mesh is already visible.

If the requested mandatory mesh cannot load, the previous successfully applied item remains visible. Visibility and morph effects stay associated with the applied appearance.

Change several slots#

Create an array of Item Appearance values and call Set Cosmetic Slots. The function updates the listed slots and preserves slots absent from the array. An empty array does not clear the outfit.

If the array mentions the same slot more than once, the last entry wins. An entry with Cosmetic ID 0 or below removes that slot. Entries with an invalid slot tag are ignored.

To replace the entire outfit, call Clear All Slots, then Set Cosmetic Slots with the new outfit. Clearing can briefly reveal the body while replacement meshes load. These are two operations, not an atomic visual transition.

Remove items and select female variants#

  • Clear Slot removes one slot by its Gameplay Tag.
  • Clear All Slots removes all items managed in the outfit.
  • Set Female changes the variant selection and requests matching equipment meshes.
  • Is Female returns the current selection.

Female selection affects each row according to its Female Override setting. Your character system is responsible for changing the body or animation if needed.

The component has no Blueprint completion event for a batch outfit change. Cached Appearance is a read-only map of applied items, not a save-game system or the complete pending request. For a single preview with completion branches, use Load and Apply Skin.

Multiplayer flow#

Enable replication on the owning actor and keep replication enabled on the equipment component. The component enables replication by default and replicates the desired outfit and female selection. Both properties are registered for Push Model replication.

Perform authoritative equipment changes on the server. The setter functions are ordinary Blueprint-callable functions; they do not send a client request to the server by themselves.

Client UI selects item
  -> Your actor's owned Run on Server event
  -> Server validates ownership, item ID and slot
  -> Set Cosmetic Slot on the server
  -> Outfit state replicates
  -> Clients load meshes and update their local appearance

Configure the same item table, rules and assets for the participating builds. Dedicated servers retain desired outfit state without loading character appearance meshes. NPC presets are established on authority and sent to clients.

For Unreal's ownership and component replication requirements, see Epic's Actor Component Replication.

Saves#

Store your stable gameplay item identifiers, slot mapping and variant selection in your project's save system. Resolve them into Item Appearance values after loading a character. The plugin does not persist runtime equipment to disk.

ROG Modular Equipment · 1.0 documentation
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