pen-to-squareSetting 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 Characterarrow-up-right is used, which is already set up for use as a modular character in games.

1

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.

2

Adding New Static Mesh part (optional)

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chevron-right1) Replacing Head Skeletal with Static Meshhashtag

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.

chevron-right2) Fixing Head connectionshashtag

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

chevron-right3) Changing OnRep Head functionhashtag

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.

chevron-right4) Fixing Construction Script arrayhashtag

Open Construction Script, remove any unused pins.

3

Assign default meshes inside OnRep functions

Open each OnRep function and assign the default mesh to the Set Skinned Asset and Update functions. These meshes should match the default meshes assigned to the character in the first step.

4

Assign default meshes to the Character Preview

Open BP_CharacterPreviewCapture and add the same meshes/mesh components to the base mesh.

5

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.

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In this example I changed the Head to Static Mesh Component and replaced the function with Set Static Mesh.

6

Connecting New Static Mesh part (optional)

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chevron-right1) Connect Static Mesh Componenthashtag

Go to Get Static Mesh Component from Slot, add new gameplay tag corresponding to the Mesh Component that is pinned to the Return node.

chevron-right2) Fixing Construction Script Arrayhashtag

Open Construction Script, remove any unused pins.

7

Changing Meshes inside Items

Open your Item Data Assets and update the Skeletal Mesh or Static Mesh variables depending on whether the armor part uses a skeletal or static mesh.

8

Copying Weapon sockets

If your new Skeleton doesn't already have weapons sockets you can copy them from the SK_Mannequin located under /DemoContent/Characters/Mannequins/Meshes

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