Troubleshooting
Start with one known item and one slot. Check the Data Table, the character component mapping, and the full Gameplay Tags before changing rules.
| Symptom | What to check |
|---|---|
| Equipment never appears | DT Cosmetic is assigned; the row uses a positive decimal ID; its mandatory mesh exists; the slot maps to an existing component's Component Tag |
| The old item remains after a change | The replacement row or mandatory mesh could not load; check Output Log and female override fields |
| Feet or arms remain visible | Selected Body Part Method; actual material slot names or separate body component tags; the first matching visibility rule |
| An exception rule does not work | Place the specific visibility exception above the broad rule; parent tags also match descendants |
| Pants intersect with boots | Pants mesh contains Boots_ or Boots_; Morph Rule names and source/target slots match exactly |
| A specific morph weight is overwritten | Within one source item, later matching rules overwrite earlier ones; across items, greatest absolute magnitude wins |
| Equipment stays in a reference pose | Attachment, compatible skeleton, Leader Pose/Copy Pose or animation Blueprint setup |
| Female selection shows the wrong fit | Set Female selects equipment only; body setup is separate; the row must enable Female Override and provide a valid Mesh Female |
| Client sees a different outfit | Owning actor and component replication; server-side setter calls; consistent item IDs and assets across builds |
| NPC outfit changes disappear after reopening | Edit Preset Items rather than runtime state; save the edited actor's level or Blueprint |
| Plugin editor widget is missing | Enable Show Plugin Content; locate EUW_EquipNPC under ModularEquipmentUtils |
| A slot added during Play is ignored | Discovery is cached; create/tag components before initialization and test on a fresh actor |
| Preview never calls a result after cancellation | Cancel intentionally broadcasts neither On Success nor On Fail |
Useful logs#
- Print Visibility Debug reports body and equipment rule visibility. Also verify that a slot actually contains an applied item.
- Static Print Debug Morph Rules reports the settings-level morph rules for the built-in tag hierarchy.
DT_Cosmetic not foundmeans the component has no usable item table.LoadSkin !DT_CosmeticorLoadSkin !SkinInfoindicates a missing preview table or row.- Missing mandatory mesh messages indicate an invalid mesh reference or failed load.
Packaging and first-use delays#
If an item works in the editor but fails in a packaged build, confirm that its mesh and materials are included in your cook and remain reachable through valid asset references. Test the packaged build using the same table and IDs.
The equipment meshes load asynchronously, but the item table is loaded synchronously on first access. Preload a large table during your loading screen rather than waiting for the first outfit change.
Reporting an issue#
Include the plugin and engine versions, body visibility method, numeric item ID, target slot, Equipment Type, discovery Component Tags, reproduction steps, and relevant Output Log messages. For fit problems, include the source character/mesh variant and a screenshot of the affected combination.
