Armor and Clothing Devices Reference
This document is a compact reference for armor and clothing device types and their key parameters in RPG Engine v6.
Device Types Overview
Main device categories:
- Protective armor — vests, helmets and similar.
- Ears — headphones that change sound mix.
- Eyes — goggles that protect from flashbangs.
- Visors — night/thermal vision devices.
- Gas masks — protection against gas effects.
- No-ability clothing — purely cosmetic.
Protective Armor
| Aspect | Details |
|---|---|
| Item type | Protective clothing/armor Clarification-type assets |
| Typical slots | Helmet, vest, body armor, etc. |
| Protection | Reduces damage by type/zone (caliber, damage type, hit zone) |
| Durability | Each armor piece has its own durability/health |
| World actor | BP_Inter_Master_Cloth (with Health and UseCustomHealth) |
| Equipped effects | Integrated into damage pipeline and hitzone checks |
Notes:
- When
UseCustomHealth == trueonBP_Inter_Master_Cloth, this instance’sHealthoverrides default durability. - Exact damage reduction formulas live in the damage/armor system.
Ears (Headphones)
| Aspect | Details |
|---|---|
| Role | Special ability device (audio) |
| Effect | Muffle loud sounds, amplify quiet sounds |
| Examples | Tactical headphones (“Ears”) |
| Config | Clothing/armor Clarification-type with “Special Abilities” |
| Equipped logic | Adjusts audio mix (gunshots/explosions vs footsteps/quiet sounds) |
| Dependencies | Audio system (buses, curves, mix modifiers) |
Usage guidelines:
- Tag as appropriate item type so trading and inventory systems recognize it as a device.
- Balance audio curves so advantage is meaningful but not overpowered.
Eyes (Goggles / Eye Protection)
| Aspect | Details |
|---|---|
| Role | Special ability device (anti-flash protection) |
| Effect | Reduces or blocks flashbang blinding effects |
| Examples | Tactical goggles, protective glasses |
| Config | Clothing/armor Clarification-type with “Special Abilities” → Eyes type |
| Equipped logic | Flash grenade/debuff checks this device before applying full effect |
| Dependencies | Grenade/debuff system (flashbang effect logic) |
Usage guidelines:
- Define which flash/debuff tags are reduced/blocked by this device.
- Combine with cosmetics (skins) as usual.
Visors (Night/Thermal Devices)
| Aspect | Details |
|---|---|
| Parent actor class | BP_Con_Visors |
| Role | Special ability device (vision modes) |
| Effect | Night vision / thermal vision |
| Item config | Device Clarification-type (clothing/armor) |
| Material highlight toggle | ChangeVisorMaterialWhenTurnOn (bool) |
| Highlight material index | VisorGlassMaterialIndex (int, material slot index) |
| Visual requirement | Highlighted material must use a compatible parent material |
| Equipped logic | Tied to NightVision/ThermalVision UnusualSkills / vision modes |
Behavior summary:
- When vision mode is activated:
- Apply post-process or rendering changes for night/thermal.
- If
ChangeVisorMaterialWhenTurnOn == true, set emissive on the material atVisorGlassMaterialIndex.
- This can visually reveal the device in dark environments (if desired).
Gas Masks
| Aspect | Details |
|---|---|
| Role | Special ability device (gas protection) |
| Effect | Reduces or blocks damage/debuffs from certain gas grenades |
| Examples | Gas masks for poison gas types |
| Config | Clothing/armor Clarification-type with “Special Abilities” → Gas type |
| Equipped logic | Gas grenade system checks for compatible mask before applying damage |
| Dependencies | Grenade system (poison gas types), debuff pipeline |
Usage guidelines:
- For each gas grenade type, specify whether a given gas mask protects against it.
- Combine with breathing/voice FX in audio/VFX if desired.
No-Abilities Clothing
| Aspect | Details |
|---|---|
| Role | Cosmetic clothing only |
| Effect | Visual appearance only, no gameplay stats |
| Config | Clothing Clarification-type with SimpleVisualization only |
| Mesh setup | Skeletal or static mesh + socket + AttachmentType |
| Skins | Uses regular clothing skin system (BP_DA_Skins) |
Use these for purely visual customization that does not affect combat or survival.
Attachment and Visualization Parameters
These parameters are shared by many clothing/armor devices.
| Parameter | Description |
|---|---|
| Skeletal mesh | Skeleton-based mesh used for clothing/device |
| Static mesh | Static mesh used for clothing/device |
| Socket | Socket name to attach to; root used if empty |
| Type Of Mesh Used For Cloth | Selects whether StaticMesh or SkeletalMesh is used as primary visual |
| AttachmentType | SetLeaderPoseComponent or CopyPoseFromMesh |
| HiddenBones | Bones to hide (only relevant when using CopyPoseFromMesh) |
AttachmentType choices:
SetLeaderPoseComponent:- Simple attachment, no extra animation.
- Good for most rigid devices and clothing.
CopyPoseFromMesh:- Clothing has its own AnimationBlueprint and can use ControlRig and PostProcessAnimationBlueprint.
- Required for items that need physics-like motion (hood strings, hanging straps, etc.).
HiddenBones:
- Used to hide parts of the clothing mesh when attached (to avoid overlap or to swap visuals).
Integration Points
Devices integrate with:
- Item system — via
BP_ItemDataand clothing/armor Clarification-type DataAssets. - World interaction — via
BP_Inter_Master_Clothand otherBP_Inter_*world pickups. - Equipment — via
BP_EquipmentComponentslots for armor, devices, and clothing. - Combat and damage — armor protection, gas masks, flash protection.
- Audio — headphones, gas masks, and other sound-related devices.
- Vision modes — night/thermal visors and UnusualSkills for vision.
- Customization — skins, icon generators, and mannequin previews.
Use this reference when creating new armor/clothing devices so they plug into the correct systems and use the intended parameters.