Equipment Fragment
The Equipment Fragment defines how an inventory item behaves when used as equipment. It integrates directly with the Equipment Manager, supports configurable equipment states, and defines soft references to assets for streamlined loading via the Asset Manager.
Each item with this fragment can have one or more equipment states, such as equipped or stored. These states define how the item appears or behaves in the world.
Please make sure to check the additional documentation pages for Equipment and the Equipment Manager.
Fragment Tags
This fragment adds the Inventory.Item.Trait.Equipment tag to an item, which introduces the Equipment trait.
Properties
This fragment has the following properties.
Name | Description |
|---|---|
| Class used for runtime equipment instances (default is |
| List of valid equipment states for this item, each with its own configuration. |
Operations
This fragment exposes the following operation.
Function | Description |
|---|---|
| Updates the equipment state of the item (e.g., equip, store). |
| Returns the current equipment state tag stored in memory. |
| Returns the |
| Returns the |
| Returns all referenced soft object paths (meshes, animations, etc.) from state definitions. |
| Finds the |
| Returns the default class used to instantiate the equipment runtime object. |
Memory
This fragment uses FInventoryItemFragmentEquipmentMemory to store the current equipment state.
This memory is created during the item initialization, but only if the item is placed in a container with an Equipment layout. No memory is created if placed in a non-equipment container.
Event Payload
This fragment emits the following event, using InventoryItemEquipmentEventPayload as the payload structure.
Event | Description |
|---|---|
| Triggered when the equipment state was changed. |