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Cosmetics

Cosmetics add visual components to actors based on a data-driven BLCosmeticDef.

Properties

Skeletal Meshes

Spawns skeletal mesh component(s) for each entry.

Skeletal Mesh Cosmetic

Static Meshes

Spawns static mesh component(s) for each entry.

Static Mesh Cosmetic

Niagara Systems

Spawns niagara system(s) for each entry.

Niagara System Cosmetic

note

Niagara system parameters are not currently supported, but they may be in the future.

Child Actors

Spawns child actor(s) for each entry.

Child Actor Cosmetic

Material Overrides

Overrides a material for each entry.

Material Override

Material Parameter Overrides

Overrides a material parameter for each entry.

Material Parameter Override

note

The cosmetics component will spawn a dynamic material if you add any material parameter overrides.

Tags

Tags are used to hide cosmetics with concealers. For example, when equipping a pair of gloves, we might want to hide the character's original hands mesh. The example map handles this with two tags on the hands mesh:

  1. Cosmetic.Layer.Skin
  2. Cosmetic.Slot.Gloves

The gloves concealer then hides all cosmetics which have BOTH Cosmetic.Layer.Skin and Cosmetic.Slot.Gloves.

Usage

  1. Add a BLCosmeticComponent to your actor.
  2. Add the CosmeticsAttachSource tag to a primitive component on your actor. All cosmetics will be attached to the component with this tag; we recommend the skeletal mesh component.
  3. Add default cosmetics. These will automatically be spawned on BeginPlay or Register depending on the DefaultCosmeticsSpawnSchedule:
    1. Register: Cosmetics will be spawned on Register. They will be visible in editor preview windows.
    2. BeginPlay: Cosmetics will be spawned on BeginPlay. They will not be visible in editor preview windows.
  4. (Optional) Add cosmetics to the component at runtime (they must be added on the server).
  5. These cosmetics will be replicated to each client; when replicated they will spawn visual components on the actor.
  6. (Optional) You may also add concealers to the cosmetic component. Concealers hide cosmetics based on their gameplay tags.