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Troubleshooting

Compare a problem item with its original mesh on the intended body. A single item in a simple scene makes it easier to distinguish fit, animation, material, and equipment logic problems.

The item is missing from the selector#

Check the selected character, its entry in the master product table, and the category table referenced by that entry. Confirm that the row uses the correct structure and contains the intended mesh. See Equipment and data tables.

The item is visible but does not animate#

Check its assigned skeleton and the pose source on its component. Confirm that the body is playing a compatible animation. For independent animation evaluation, inspect the child Animation Blueprint and its source reference. See Characters and animation.

The body shows through the equipment#

First confirm the character variant. Then check whether your integration preserved the demo's body visibility and morph handling. Inspect tight intersections in the animation that exposes them. A material change cannot correct a mesh fitted to a different body.

Part of the body stays hidden after removing an item#

Use the equipment removal flow for that type. If your game changes a mesh directly, it also needs to restore any body visibility or morph changes applied by the previous item. Compare the interface calls in the original equipment example.

Accessories disappear when another item is equipped#

Inspect the item's type and sleeve metadata, then compare the same combination in the supplied selector. Compatibility handling can hide or disable an additional item. For bracers, also check the left and right entries separately.

Materials look wrong or sections disappear#

Allow shader compilation to finish. Compare the original material instance, parent, textures, and slot order. Restore the original assignment as a first diagnostic step. See Materials.

Cloth is rigid or penetrates the body#

Check clothing data and section assignment, the physics asset, the runtime simulation state, and the garment's pose setup. Compare against the fitted body and inspect the Skeletal Mesh Editor preview before changing multiple settings. See Cloth simulation.

An item changes abruptly at a distance#

Preview each LOD and inspect its silhouette and material sections. Confirm the assigned category profile, then adjust a duplicate profile for your camera if needed. See LOD and performance.

References break after migration#

Confirm that you selected the destination project's Content directory and kept the required dependencies, including Common assets. For a missing plugin class, check the package's plugin installation instructions. Migrate the original referenced assets rather than substituting similarly named files.

A Blueprint fails to compile#

Open its compiler results and identify the missing class, incompatible pin, or unresolved asset. Confirm that your project uses the engine version and dependencies supplied for the release. Compile the character, selector, and GameMode after adapting their references.

Prepare a support report#

Use the support channel on the product's Fab listing. Include the product and release, Unreal Engine version, character variant, exact asset name, and steps that reproduce the issue. Attach the relevant compiler or Output Log message and an image showing the problem. State whether it also occurs in the original demo or only after integration.

Part of the 6.0 documentation draft
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