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Skin Previews

Load and Apply Skin loads an appearance from DT Cosmetic and applies it directly to one Skeletal Mesh Component. Use it for an item preview or a standalone object that follows the same table format.

It does not add an item to a character outfit, evaluate visibility or morph rules, or replicate a selection. Use Modular Equipment Component for those operations.

Inputs and results#

Pin Meaning
Mesh Target Skeletal Mesh Component
Skin ID Numeric Data Table Row Name
Female Whether to select the row's female override
On Success The mandatory mesh loaded and was applied
On Fail The target, table, row or mandatory mesh could not be used
Select item in preview UI
  -> Load and Apply Skin
       Mesh = Preview Skeletal Mesh Component
       Skin ID = selected numeric item ID
       Female = selected variant
  -> On Success: show the completed preview
  -> On Fail: show your preview error state

Skin ID is resolved to its decimal Row Name. Use the same positive item IDs as the character table; this action's failure branch handles missing rows rather than removing equipment.

Materials and errors#

The action validates the mandatory mesh before replacing the target mesh. On a successful change, it clears previous material overrides and applies the selected row's loaded materials by index. Missing optional overrides leave the new mesh's materials in place.

Female selection uses the female mesh only when the row enables Female Override. If that mandatory mesh is missing, the action fails rather than falling back to the default variant.

On Success confirms application, not body fit or animation compatibility. Prepare the preview component's animation, lighting and camera in your project.

Cancellation#

The async action exposes Cancel when you retain a reference to it. Cancellation is silent: it does not invoke On Success or On Fail. Handle cancellation explicitly in your own preview UI.

When selection changes quickly, cancel the previous preview action before starting another for the same target. Independent preview actions do not share the equipment component's outfit request management.

For C++ callers, create the action, bind its result delegates, and then call Activate(). Blueprint activates the async node automatically. An action instance is single-use.

ROG Modular Equipment · 1.0 documentation
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