Adding Armor Slot

Attaching Item to the Character Skeleton (Skeletal Mesh reference, mostly Armor):

1

Adding new Mesh to Character Blueprint

Open BP_RPGInventoryCharacter, duplicate one of existing Skeletal Mesh Components and re-name it. Then go to Construction Script and connect the newly created component to the Set Leader Pose function.

2

Setting up OnRep function on Character

Go to the Equipment Events graph and duplicate one of the Skeletal Mesh variables. Change its Replication setting to RepNotify, which will automatically generate a new OnRep function.

Next, add a new pin to the GameplayTag Switch node in the Set Current Equipment Mesh event and connect it to the newly created OnRep variable.

Finally, open the newly generated OnRep function and add the required nodes (you can copy them from another OnRep function). Make sure to swap the Skeletal Mesh Component and Mesh variable as needed.

3

Adding new Mesh to Character Preview

Open BP_CharacterPreviewCapture, duplicate one of existing Skeletal Mesh Components and re-name it. Then go to Construction Script and connect the newly created component to the Set Leader Pose function.

4

Connecting Mesh Component in Character Preview

Go to Get Skeletal Mesh Component from Slot, add a new pin to the GameplayTag switch node and connect your new mesh component to the output.

Then go to Detach Item, add the same pin and connect your new mesh component to the Set Skinned Asset and Update function.

5

Setting up Item Data

Duplicate an existing data asset or create a new one from PDA_ItemData. Assign the newly created Equipment Slot, Item Type, and Skeletal Mesh. Then, open one of the Item Data Tables and add a new row referencing the assigned data asset.

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