Changelog¶
All notable changes to FWCustomizationSystem are documented on this page.
The format follows Keep a Changelog. Versions use Semantic Versioning.
[1.0.0] -- 2026-02-27¶
Added¶
- UFWCustomizationComponent -- Core actor component with full Blueprint API for data-driven character customization.
- Dynamic Material Instance (DMI) system -- Five material slots (DI_Head, DI_Eye, DI_Body, DI_Hair, DI_Facials) created and managed at runtime.
- Race and gender support --
EFWRace(Human, Dwarf, Orc) andEFWGender(Male, Female) enums with per-race configuration resolution. - Customization database architecture --
UFWCustomizationDatabaseroot asset withUFWRaceConfigentries per race. - 11 customization option types -- SkinTone, EyeColor, HairStyle, HairColor, FacialHair, Face, Tattoo, Scar, Tusk, Earring, Piercing.
- FFWCustomizationTextureSet -- Reusable texture bundle (Diffuse, Normal, MetallicRoughness, Mask) with soft object pointer references for on-demand loading.
- FFWCustomizationProfile -- Compact (~8 bytes) serializable struct for efficient network replication and SaveGame storage.
- FFWUnlockRequirement -- Data-driven unlock gating per option (quest, achievement, currency, etc.).
- Mesh swap support -- Automatic mesh component creation and destruction for Hair, FacialHair, Tusk, Earring, and Piercing slots.
- Event delegates -- OnSlotChanged, OnProfileApplied, OnHairStyleChanged, OnFacialHairChanged, OnFaceChanged, OnTuskChanged, OnEarringChanged, OnPiercingChanged.
- Full Blueprint exposure -- All functions marked BlueprintCallable or BlueprintPure, all structs and enums marked BlueprintType.