> For the complete documentation index, see [llms.txt](https://conusyntax.gitbook.io/products/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://conusyntax.gitbook.io/products/widget-blueprints/wbp_genericbutton/mesh-and-groom-setup.md).

# Mesh and Groom Setup

#### Using the Generic Button with Mesh and Groom Assets

The following example demonstrates how to set up a clothing **Skeletal Mesh Asset**, but the same workflow applies to **Static Mesh** and **Groom Assets**.

#### 1. Configure the Data Table

1. Open the **DT\_Clothing\_Male** table, found in **Data/DataTables**, or create a new Data Table using the **S\_SkeletalMeshAsset** row structure.
2. Assign a unique, descriptive **Row Name** for each item (e.g., `TopShirt`, `BottomJeans`).
3. Fill the following fields for every row:

* **Icon**: The image displayed on the button in the creator menu.
* **Skeletal Mesh Asset**: The mesh asset for the item.

<figure><img src="https://1883754984-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6EcXMpvBDtWhtztAbvO1%2Fuploads%2FsO7pStuim90Q53KVXJ7X%2FGeneric%20Button%20-%20Data%20Table%20-%20Clothing%201.png?alt=media&amp;token=e03cb97a-cd09-4a2a-8741-6f2be34de244" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
If the item is intended to remove clothing, leave the **Skeletal Mesh Asset** field set to **None**.
{% endhint %}

<figure><img src="https://1883754984-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6EcXMpvBDtWhtztAbvO1%2Fuploads%2FK9FWRgAEW9GsvBydypmE%2FGeneric%20Button%20-%20Data%20Table%20-%20Clothing%202.png?alt=media&amp;token=bec10668-c948-4456-aea7-cb7d50af52aa" alt=""><figcaption></figcaption></figure>

#### 2. Update the Switch Logic

To ensure the button recognizes your new categories, you must update the **Event On Clicked** logic in **WBP\_GenericButton**:

* **Add the Gameplay Tag**: On the **Switch on Gameplay Tag** node, click *Add pin* and select your desired tag (e.g., `CharacterCreator.Character.Torso`).
* **Connect the Function**: Connect the execution output of your new tag pin to the **Set Skeletal Mesh Asset** function.

<figure><img src="https://1883754984-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6EcXMpvBDtWhtztAbvO1%2Fuploads%2FghVHPgD70znQeBgHSbml%2FGeneric%20Button%20-%20Switch%20on%20Gameplay%20Tag%20-%20Torso.png?alt=media&amp;token=c404b5c8-5ece-4c18-b79c-e6b3ecfc2af8" alt=""><figcaption></figcaption></figure>

This connection ensures that when a player clicks a torso-related button, the system knows to pull the correct item from the Data Table and apply it to the Character.

#### 3. Setup in the Designer

1. Place a **WBP\_GenericButton** widget.
2. In the **Details**, go to **Button** ➞ **General** ➞ **Attributes**:

* Set the **Gameplay Tag** to `CharacterCreator.Character.Torso`.
* In the **Slot Name** array, add a new entry and type **Torso**.

3. Go to **Set Mesh Asset** ➞ **Skeletal Mesh**:

* Set the **Skeletal Mesh Data Table** to **DT\_Clothing\_Male**.
* In the **Skeletal Mesh Item** text field, type the exact **Row Name** from the Data Table.

{% hint style="info" %}
The button’s icon should automatically update in the Designer to match the icon defined in the Data Table.
{% endhint %}

<figure><img src="https://1883754984-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6EcXMpvBDtWhtztAbvO1%2Fuploads%2F5VFZJrVPn6WQ0m43Hd3z%2FMesh%20and%20Groom%20Setup%201.png?alt=media&amp;token=0633f065-b0a0-4f4b-b9b1-4f484f2e17e7" alt=""><figcaption></figcaption></figure>

#### Creating Additional Buttons

To quickly expand your menu, simply **Duplicate** (Ctrl+D) an existing button. For each new button, you only need to update the **Skeletal Mesh Item** text field to match the corresponding row in the Data Table.

<figure><img src="https://1883754984-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6EcXMpvBDtWhtztAbvO1%2Fuploads%2FKkIhGZcKbQnmair0WQu9%2FMesh%20and%20Groom%20Setup%202.png?alt=media&amp;token=c50c96af-3e71-4773-9c2a-65697f370e0c" alt=""><figcaption></figcaption></figure>
