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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. b3ad4de483506437b34f0d623ab12de8.png

Steps:

  1. Add both EquipmentComponent and CharacterEquipmentSetup to your character Blueprint.
  2. On CharacterEquipmentSetup, set **Equipment Component** to your EquipmentComponent.
  3. Expand **Custom Equipment Slots** and fill in your slot definitions (or use a preset button — see below).
  4. Click **Setup Equipment System** in the Details panel — this creates mesh components and pushes slots into EquipmentComponent.
  5. After setup, you can remove CharacterEquipmentSetup; it is not needed at runtime.
**CallInEditor buttons on 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 |