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

AspectDetails
Item typeProtective clothing/armor Clarification-type assets
Typical slotsHelmet, vest, body armor, etc.
ProtectionReduces damage by type/zone (caliber, damage type, hit zone)
DurabilityEach armor piece has its own durability/health
World actorBP_Inter_Master_Cloth (with Health and UseCustomHealth)
Equipped effectsIntegrated into damage pipeline and hitzone checks

Notes:

  • When UseCustomHealth == true on BP_Inter_Master_Cloth, this instance’s Health overrides default durability.
  • Exact damage reduction formulas live in the damage/armor system.

Ears (Headphones)

AspectDetails
RoleSpecial ability device (audio)
EffectMuffle loud sounds, amplify quiet sounds
ExamplesTactical headphones (“Ears”)
ConfigClothing/armor Clarification-type with “Special Abilities”
Equipped logicAdjusts audio mix (gunshots/explosions vs footsteps/quiet sounds)
DependenciesAudio 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)

AspectDetails
RoleSpecial ability device (anti-flash protection)
EffectReduces or blocks flashbang blinding effects
ExamplesTactical goggles, protective glasses
ConfigClothing/armor Clarification-type with “Special Abilities” → Eyes type
Equipped logicFlash grenade/debuff checks this device before applying full effect
DependenciesGrenade/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)

AspectDetails
Parent actor classBP_Con_Visors
RoleSpecial ability device (vision modes)
EffectNight vision / thermal vision
Item configDevice Clarification-type (clothing/armor)
Material highlight toggleChangeVisorMaterialWhenTurnOn (bool)
Highlight material indexVisorGlassMaterialIndex (int, material slot index)
Visual requirementHighlighted material must use a compatible parent material
Equipped logicTied 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 at VisorGlassMaterialIndex.
  • This can visually reveal the device in dark environments (if desired).

Gas Masks

AspectDetails
RoleSpecial ability device (gas protection)
EffectReduces or blocks damage/debuffs from certain gas grenades
ExamplesGas masks for poison gas types
ConfigClothing/armor Clarification-type with “Special Abilities” → Gas type
Equipped logicGas grenade system checks for compatible mask before applying damage
DependenciesGrenade 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

AspectDetails
RoleCosmetic clothing only
EffectVisual appearance only, no gameplay stats
ConfigClothing Clarification-type with SimpleVisualization only
Mesh setupSkeletal or static mesh + socket + AttachmentType
SkinsUses 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.

ParameterDescription
Skeletal meshSkeleton-based mesh used for clothing/device
Static meshStatic mesh used for clothing/device
SocketSocket name to attach to; root used if empty
Type Of Mesh Used For ClothSelects whether StaticMesh or SkeletalMesh is used as primary visual
AttachmentTypeSetLeaderPoseComponent or CopyPoseFromMesh
HiddenBonesBones 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_ItemData and clothing/armor Clarification-type DataAssets.
  • World interaction — via BP_Inter_Master_Cloth and other BP_Inter_* world pickups.
  • Equipment — via BP_EquipmentComponent slots 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.