Setting Up Modular Character
Basic tutorial on how to set-up modular character.
⚠️ Important Note on Modular Characters
Modular characters require character-specific skeletal meshes. Each character can have different proportions and bone weights, which means existing armor parts may not automatically fit every character. Armor meshes may require additional skinning, weight painting, or adjustments to match a specific character’s skeleton and proportions.
In this example, the Fab asset Stylized Modular Character is used, which is already set up for use as a modular character in games.

Assign default meshes to the Character
Open BP_RPGInventoryCharacter and assign a default Skeletal Mesh to the character mesh. This mesh should always persist on the character, or it can be an empty placeholder that uses the character’s skeleton.
Assign default skeletal meshes to the equipment components such as Chest, Gloves, Legs, and any other modular parts. All meshes should use the same skeleton and be properly aligned for a modular character setup.

Adding New Static Mesh part (optional)
Follow this step only if using Static Mesh as armor part.
1) Replacing Head Skeletal with Static Mesh
If your Modular Character uses Static Meshes (like in this example using Head Static Mesh instead of Skeletal) - add them attached to the base Mesh. Make sure to assign the Parent Socket.
In this example I added Head Static Mesh and removed Head Skeletal Mesh Component.

2) Fixing Head connections
Go to Equipment Events Graph, switch the Head Mesh variable type to Static Mesh Soft reference and connect the Static Mesh input pin to it. Make sure the variable is set to Replication: RepNotify

3) Changing OnRep Head function
Open the OnRep_HeadMesh function and replace the previous Add to Map node with the new one that uses the StaticMeshesQueue variable. Connect the Head Static Mesh Component to the Add node and to the Set Static Mesh function.
In the Set Static Mesh function, assign the default Static Mesh that will be used when no item is equipped in that slot.

Assign default meshes inside Detach Item function
Go to Detach Item function and assign the default meshes to the Set Skinned Asset and Update functions. These meshes should match the default meshes assigned to the character in previous step.
In this example I changed the Head to Static Mesh Component and replaced the function with Set Static Mesh.

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