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Hair

More information about how default Hair work

Blueprint Deprecated

The default Blueprint version of the ParamHandler has been migrated to C++.
It remains available only as a reference to understand the logic, but it is not used in the official template project.

BP_ACC_PH_HairStyle

The param handler which allow user to change the hair mesh

In the default example the key HairStyle will be associated to the class handler BP_ACC_PH_HairStyle

PHD Hair Style

Default code on ACC:

PH Hair Style

Important

All other keys/parameters will work on the same ways

BP_ACC_PH_HairColor

When receive this parameter the class will apply Hair Color in all creation instances

PH Hair Style

Globally the function ApplyHairColor will call SetColorParameterValueOnMaterials from HairColor parameter name

This change a color on the material

PH Hair Style

Example: How to Add a Hair (e.g., ID: 4)

To add hair (like heads, eyes, or any other elements), you need to add it to the corresponding DataTables.

There are 3 main steps:

  • Add the element in its respective "MeshData" DataTable.
  • Add the element in the UI DataTable (used to determine its display in the UI).
  • Add the element’s ID to the CreatorUIDataAsset to activate it in the Creator UI.

DataTable: "MeshData"

Reminder about IDs

Important: IDs must always be:

  • Numeric
  • Unique
  • Placed in both the RowName and the structure itself

In this example, I add the hair asset in the DataTable DT_ACC_EpicHmn_A_Hair, as shown below:

Screenshot

DataTable: "UI"

Now, do the same in the corresponding UI DataTable. In this case, it’s DT_ACC_EpicHmn_UI_Hair.

Screenshot

Reminder: Verify which asset is used

How do you know you’re using the right DataTable?

As always, get used to checking references using the Reference Viewer. This tip applies to all assets!

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CreatorUIDataAsset

Don’t forget to activate your newly added element in the CreatorUIDataAsset of your species. This defines what is available for use in the in-game creation UI.

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Why is this important?

The filter system allows you, in production, to keep certain elements out of the in-game creation menu (e.g., unlockable items).

Where is the asset from? As always, use the Reference Viewer.

Screenshot