Attaching Item to the Socket (Equippable Class, mostly Weapons):
1
Connecting Equippable Actor Spawn function
Inside AC_PlayerEquipment, go to Spawn and Attach Equippable Actor and add a new pin to the GameplayTag Switch node for Item.Slot.Weapon.Bow.
You can either connect it to the existing logic or duplicate the nodes to extend the behavior.
2
Setting up sockets on the Character Skeleton
Open your Character Skeleton - in this case it's SK_Mannequin located in DemoContent/Characters/Mannequin/Meshes
Add a new socket (in this case, named bow ) and adjust its location and rotation as needed.
Note that this socket represents the unequipped state.
Right-click and select Add Preview Asset to make the mesh visible in editor.
Do the same for the other socket that represents the equipped state (in this case named bow_use).
3
Creating Equippable Class
Duplicate one of existing or create new class derived from BP_BaseEquippable.
Set the Static or Skeletal Mesh asset and inside Class Defaults change the Combat and Non-Combat socket names and Tags.
In this case:
Non-combat sockets: Item.Slot.Weapon.Bow = bow
Combat sockets: Item.Slot.Weapon.Bow = bow_use
4
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 Equippable Class.
Then, open one of the Item Data Tables and add a new row referencing the assigned data asset.