How It Works
- Each equipment slot references a
SkeletalMeshComponent - When an item is equipped, its mesh is applied to that component
- Materials can be overridden based on rarity
- Body parts can be hidden to prevent clipping
Setting Up Mesh Components
Blueprint:-
Add skeletal mesh components to your character:
-
Set up attachment:
- Parent each component to appropriate sockets
- Head_Mesh → head socket
- Chest_Mesh → spine_03 socket
- MainHand_Mesh → hand_r socket
- etc.
-
Configure mesh components:
This makes equipment follow the main skeleton’s animation.
Mesh Variants
Items store their meshes in aSkeletalMeshes map on ItemDataAsset, keyed by FName. When equipment is applied to a slot, the system resolves the mesh key in this order:
-
Slot name (spaces removed) — e.g.,
"Helmet","MainHand" -
Tag last component — last segment of the slot’s
RequiredTag, e.g.,"Head"fromItems.Equipment.Head -
*
"Default"** — fallback key -
*
"Slot0","Slot1", …** — slot index as string - First available mesh in the map
Material Overrides
Apply different materials based on rarity:
In ItemDataAsset:
Manual Visual Update
Force update visuals: Blueprint:Body Part Hiding
Overview
When equipment is worn, you may want to hide parts of the character mesh to prevent clipping (e.g., hide hair under helmet).Configuration
In ItemDataAsset:How It Works
When equipment is equipped:Mesh Part Names
Common mesh part names (depends on your skeletal mesh):HairHeadEyebrowsBeardFacialHairTorsoArmsLegs