> For the complete documentation index, see [llms.txt](https://hiveminddocs.gitbook.io/hivemind/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://hiveminddocs.gitbook.io/hivemind/code-systems/modular-character-system/documentation.md).

# Documentation

\ <mark style="color:blue;">**Basic Modular Mesh Pawn example**</mark>
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\
Simple prefab. Drop it in a level, assign a mesh to as many skeletal mesh components as you wish and you have yourself a basic modular character.<br>

<figure><img src="/files/fSlEjObTlyLG7NuZS2Co" alt=""><figcaption></figcaption></figure>

***

## <mark style="color:blue;">**Advanced Modular Character Template**</mark>

This template comes with facial morph preview interface and equipment manager which compares items compatibility with one another and automatically equips suitable meshes

![](/files/YqmEsenD8hgQwqRdK5eP)

Equipment setup is done through a **Data table**, enabling easy modification of existing pieces or adding new equipment without needing to modify the code.

<figure><img src="/files/RHJZH1cBRiHXqD2UfjlS" alt="" width="375"><figcaption></figcaption></figure>

***IMPORTANT:** This system is built to work only with skeletal mesh components that are skinned to a default epic humanoid skeleton!*

In order to add new items, add a new Data table entry, pick an **item slot** and assign suitable skeletal meshes.

![](/files/pYJaiY7xUVHrWZ2PnmWx)

In this example, we created a torso item called "MaleWizardDress". It's a mesh assigned to a **Chest** slot. This means it has to have a **default mesh** and a **Short sleeve variant.**

![](/files/gaLNpVmQFoCPkVaAwi77)

This setup uses "special settings" to decide if it needs to substitute standard mesh component with a modified version to better match the setup.

![](/files/dxc13tBmm1ABZKjsXRAi)

Each "Special Setting" is a condition check that automatically equips the character with a alternative mesh variant depending on the said "special setting".<br>

<figure><img src="/files/hwWJ1crzGzPsawhwS2bP" alt=""><figcaption></figcaption></figure>

As an example, we have **Armor Gloves** item that uses this "special setting" to force all other chest pieces to switch into a **short sleeve variant** when equiped\
\
This means, **Chest** items are required to have a **Short sleeve variant** which would automatically loads when the "**Force Short Sleeves**" setting is called by any item. If no variant mesh is assigned, nothing will be loaded once the variant call has occurred. If your mesh is already short sleeved in its "default" form, then you need to use the same mesh on both "default" and as a "short sleeved" variant.

<figure><img src="/files/ZhBIa8mHEhS7HNZyX5nZ" alt=""><figcaption></figcaption></figure>

Any "Special Setting" can be called by any item. As long as there is at least 1 item making the special setting request, that particular variant will be automatically used.

### **Brief Explanation of all the "Special settings"**

*Force Wide Hips -* tells **belt slot** items to switch into a bigger belt variant to work with torso pieces which are bigger around the hips such as robes or dresses

*Force Short Sleeves -* switches all **chest** meshes into Short sleeve variants

*Force* *Compact Hat Variant -* We use this setting to change **Rogue Hoods** into more compact and better fitting versions to go with **cloak** and **Shoulderplates** when required.

*Force Shorts -* Switches **Pants** slot meshes into shorts variant

*Force No Hair -* Hides **hair** slot entirely.

*Force Hair Helmet Variant -* used by **helmet** items when default **hair** mesh doesn't fit into the helmet

*Force Cloak Variant -* We use this setting to switch to a more bulky cloak to that is more compatible with bigger torso items, such as Heavy armor chest piece

*Hide Underwear -* Hides the underwear mesh when called. We use this setting for all **Pants**

*Hide Bra -* Only works for female items. We use it with all **Chest** items to avoid overlapping.<br>

**Input**

Press \[ F ] to bring up customization menu

Movement is default \[W,S,A,D + Space]


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