UCharacterEquipmentSetup is an editor-time helper component that wires up your character’s equipment in a few clicks — no C++ required. Add it alongside EquipmentComponent, configure your slots in the Details panel, then bake everything with a single button. Remove the component afterward; EquipmentComponent carries all the runtime state. This is an optional helper component.
Steps:
-
Add both
EquipmentComponentandCharacterEquipmentSetupto your character Blueprint. -
On
CharacterEquipmentSetup, set **Equipment Component** to yourEquipmentComponent. - Expand **Custom Equipment Slots** and fill in your slot definitions (or use a preset button — see below).
-
Click **Setup Equipment System** in the Details panel — this creates mesh components and pushes slots into
EquipmentComponent. -
After setup, you can remove
CharacterEquipmentSetup; it is not needed at runtime.
CharacterEquipmentSetup**:
| Button | What it does |
|--------|-------------|
| Setup Equipment System | Runs the full setup: creates mesh components + configures slots |
| Create Mesh Components | Only creates missing skeletal mesh components |
| Configure Equipment Slots | Only pushes slot definitions to EquipmentComponent |
| Find Components By Name | Auto-assigns EquipmentComponent reference if not set |
| Add Standard Armor Slots | Appends Helmet/Chest/Legs/Boots/Gloves to Custom Slots |
| Add Jewelry Slots | Appends Ring 1/Ring 2/Necklace/Earrings |
| Add Weapon Slots | Appends Main Hand/Off Hand |
| Add Clothing Slots | Appends Hat/Shirt/Pants/Cloak |