In this Tutorial we will create following:
Equipment for Chest:
Contains following Child Actors:
Chest
Shoulder R
Shoulder L
Costume for Chest:
Contains following Child Actors:
Chest
StatsPerLevel and EnhancementPerLevel will be descriped inside the next Tutorial!
1. First of all we need to create following Gameplay Tags:
Item.Type.Equipment - The Type of the Item.
Item.Type.Costume
Item.EquipmentType.Chest - You need for each Equipment Slot a own Gameplay Tag (For example Head, Foot, Sword, etc)
Item.ActorComponents.Chest - You need for each Child Actor on your Player a own Gameplay Tag.
Item.ActorComponents.ShoulderR
Item.ActorComponents.ShoulderL
2. Add the both Item Types to your Variables inside the Details Panel of the Inventory Component of your Player BP.

3. Add your Gameplay Tag Item.EquipmentType.Chest to the Equipment Types Variable.
If you have other Equipment Types, add them as well!

4. Add a new Element to your Item Type Equipment to Actor Comp Type Array and set it like that:

This will set the Child Actors Chest, ShoulderL and Shoulder R, if the Equipment or Costume is changing.
Even if the Item does not contain this Value.
In our example if you equip the Equipment Chest Item, you will see something on the Chest and both Shoulders.
But if you equip now the Costume, the Chest will be overwritten by the Costume and the both Shoulders will be empty.
5. Now add Child Actors to your Player (Inside the Components Panel of your Player BP) and set them as Child of your Mesh.
Set the Sockets like following or set it however you need it:
Shoulder R: upperarm_r
Shoulder L: upperarm_l
Chest: spine_05



6. Now you need to go to your Event Graph of your Player BP and at the Event BeginPlay, you need to call SetEquipmentActorCompSlots on the Inventory Component and add your Child Actors to the Map like that:

The Inventory Component knows now, which Child Actors it can use.
7. Create 2 Item Data Tables and set them like following:


Do not forget to set ID, Name, Icon and PickUpActor.
That’s it, if you call now EquipItem on the Chest Item, it will get equiped and it looks like this:

If you will equip the Costume Chest Item, even if you do not unequip the Chest Item, it will look like that:
