Reyhard/Sandbox/Character Gear Creation/Vest/Prefab Configuration – User

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This chapter covers following topics:
This chapter covers following topics:


* Helmet prefab creation & configuration
* Vest prefab creation & configuration
* Adding headgear to arsenal
* Adding vest to arsenal
* Testing & diagnosing issues with helmets |💬|#CDF}}
* Testing & diagnosing issues with vests|💬|#CDF}}


== Prefab Setup ==
== Prefab Setup ==
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== Creating Prefab ==
== Creating Prefab ==


First step in this process will be [[Arma Reforger:Data Modding Basics#Using .22Inherit in....22 function|inheriting]] '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/Core/Headgear_Base.et|Headgear_Base.et}}'''  or [[Arma Reforger:Data Modding Basics#Using .22Duplicate to....22 function|duplicate one of existing helmets]] like '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/HeadGear/Helmet_PASGT_01/Helmet_PASGT_01.et|Helmet_PASGT_01.et}}'''.  When inheriting from '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/Core/Headgear_Base.et|Headgear_Base.et}}''', few more steps will be required but those are listed later. Because of that, it might be '''faster & simpler''' to duplicate some prefab.
First step in this process will be [[Arma Reforger:Data Modding Basics#Using .22Inherit in....22 function|inheriting]] '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/Core/VestArmored_Base.et|VestArmored_Base.et}}'''  or [[Arma Reforger:Data Modding Basics#Using .22Duplicate to....22 function|duplicate one of existing vests]] like '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/Vests/Vest_6B2/Vest_6B2_base.et|Vest_6B2_base.et}}'''.  When inheriting from '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/Core/VestArmored_Base.et|VestArmored_Base.et}}''', few more steps will be required but those are listed later. On the other hand, unlike helmets, it is possible to configure '''vest in multiple ways''', i.e. by using '''ClothNodeStorageComponent''' or '''InventoryItemComponent.'''
 
Additionally, since vests have extra elements separated (arm and groin protection), it will be also necessary to prepare prefab for that attachable prefab. In this case it is possible to use '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/Core/EquipmentPart_Base.et|EquipmentPart_Base.et}}''' for inheritance or '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/Vests/Vest_ALICE/Vest_ALICE_belt.et|Vest_ALICE_belt.et}}''' for duplication - in both cases some extra work will be required - and call such prefab i.e. '''''Vest_Sample_01_Addon.et'''''
 
 


Also, don't forget to properly organize your prefab - it is quite useful to have '''base prefab''' with '''_base''' suffix, since its clear in such setup which file was used as parent for sub sequential child prefabs, which change slightly materials or mesh.{{Feature|informative|In this article, [[Arma_Reforger:Resource_Manager:_Options#Register_.22enfusion:.2F.2F.22_protocol|'''Enfusion links''']] are used. With those links it is possible to open specific resource just by simply clicking on that link. Enfusion links '''has to be manually activated in Workbench options''' (Workbench -> Options -> Workbench -> Register "enfusion://" protocol) before it can be used]}}
Also, don't forget to properly organize your prefab - it is quite useful to have '''base prefab''' with '''_base''' suffix, since its clear in such setup which file was used as parent for sub sequential child prefabs, which change slightly materials or mesh.{{Feature|informative|In this article, [[Arma_Reforger:Resource_Manager:_Options#Register_.22enfusion:.2F.2F.22_protocol|'''Enfusion links''']] are used. With those links it is possible to open specific resource just by simply clicking on that link. Enfusion links '''has to be manually activated in Workbench options''' (Workbench -> Options -> Workbench -> Register "enfusion://" protocol) before it can be used]}}
[[File:armareforger-new-vest-baseLoadoutClothComponent.png|thumb|587x587px|'''BaseLoadoutClothComponent''' content]]


=== Tweaking BaseLoadoutClothComponent ===
=== Tweaking BaseLoadoutClothComponent ===
[[File:armareforger-new-headgear-base-loadout-cloth-component.png|thumb|595x595px|'''BaseLoadoutClothComponent''' content]]
Once you have new prefab for your vest, open it in for example '''[[Arma Reforger:Prefabs Basics#Prefab edit mode|Prefab Edit Mode]]''' and start with tweaking things located in '''BaseLoadoutClothComponent'''
Once you have new prefab for your helmet, open it in for example '''[[Arma Reforger:Prefabs Basics#Prefab edit mode|Prefab Edit Mode]]''' and start with tweaking things located in '''BaseLoadoutClothComponent'''


* Enable '''PhysicsOnWearEnabled''' & '''AnimateCollidersOnWear''' properties
* Enable '''PhysicsOnWearEnabled''' & '''AnimateCollidersOnWear''' properties
* Assign item model to '''ItemModel''' in '''BaseLoadoutClothComponent''' & to property '''Object''' in '''MeshOjbect''' component
* Assign item model to '''ItemModel''' in '''BaseLoadoutClothComponent''' & to property '''Object''' in '''MeshOjbect''' component
* Assign worn model to '''WornModel'''
* Assign worn model to '''WornModel'''
* Change '''SoundInt''' parameter to '''120'''
* '''Optionally''': Change '''SoundInt''' parameter from 400 (''generic vest sounds'') to something different
** This parameter is responsible for additional sounds that are being played certain type of headgear  is worn. For instance if you wear harness, you can hear some extra metal rattle when moving through the landscape. See [[Arma Reforger:Character SoundInfo Signals Reference|Character SoundInfo Signals Reference]] page for more info
** This parameter is responsible for additional sounds that are being played when certain type of gear is worn. For instance if you wear harness, you can hear some extra metal rattle when moving through the landscape. See [[Arma Reforger:Character SoundInfo Signals Reference|Character SoundInfo Signals Reference]] page for more info
After you are done with the main vest prefab, apply similar tweaks to '''''Vest_Sample_01_Addon.et'''''{{Messagebox|'''Tip''': You can find details how to create variants of vest with different material on [[Arma_Reforger:Faction_Creation#Retexturing_existing_equipment|following page]].|✩|#88cc88}}{{Clear}}
== Inventory Configuration ==
Configuration of inventory is quite similar compared to weapon or headgear, therefor it is suggested to take a look at [[Arma Reforger:Weapon Creation/Prefab Configuration#Inventory Configuration|Weapon Creation page]] or [[Arma Reforger:Character Gear Creation/Headgear/Prefab Configuration#Inventory Configuration|Headgear tutorial]] for details regarding how each of those params are working.
 
Depending whether you are planning to make an vest, which has additional things attached to it like pouches on for instance '''Soviet harness or ALICE''' gear, then it is recommended to use '''ClothNodeStorageComponent.'''
[[File:armareforger-new-vest-cloth-node-setup.png|thumb|829x829px|'''ClothNodeStoreComponent''' content]]
 
 
If you already have '''InventoryItemComponent''' (i.e. because you duplicated one of the vanilla prefabs which had that) then it is still possible to change it. This can be done by clicking on '''InventoryItemComponent''' with and then selecting from the context menu option '''Change class.'''
 
[[File:armareforger-new-vest-change-component.gif]]
 
When inheriting from '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/Core/VestArmored_Base.et|VestArmored_Base.et}},''' you will need to add '''ClothNodeStorageComponent''' via '''+ Add Component''' button and then fill all the data from scratch.
 


If you [[Arma Reforger:Data Modding Basics#Using .22Inherit in....22 function|inherited]] from '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/Core/Headgear_Base.et|Headgear_Base.et}}''' prefab, then you would also need to tweak following things:
Below is list of things which were adjusted in '''ClothNodeStorageComponent''' on '''base''' '''Sample Vest prefab:'''


* Change '''AreaType''' parameter in '''BaseLoadoutClothComponent''' to '''LoadoutHeadCoverArea'''
*'''Item Display Name'''
** This will tell the game that this item should be assigned to head gear slot in inventory menu
**'''Name''' - controls in game display name
* Tweaking drop item sound '''in SCR_SoundDataComponent''' from '''{{Link|enfusion://ResourceManager/~ArmaReforger:Sounds/Items/_SharedData/Drop/Items_Drop_Clothes.acp|Items_Drop_Clothes.acp}}''' to '''{{Link|enfusion://ResourceManager/~ArmaReforger:Sounds/Items/_SharedData/Drop/Items_Drop_Helmet.acp|Items_Drop_Helmet.acp}}'''  
**'''Description''' - description of the item visible in in-game inventory menu
** Changes the sound which is being played when item is placed on the ground
*'''Item Phys Attributes'''
* Tweak position of default action context in '''ActionsManagerComponent'''  
**'''Weight''' was changed to '''10 [kg]''' to be more or less in line with real life vest containing 2 large plates and 2 smaller side plates
[[File:armareforger-new-headgear-default-action-context.png|none|thumb|369x369px|Default action context position after tweak in '''ActionsManagerComponent''']]
**'''Size Setup Strategy''' was changed to '''Manual'''
{{Messagebox|'''Tip''': You can find details how to create variants of headgear with different material on [[Arma_Reforger:Faction_Creation#Retexturing_existing_equipment|following page]].|✩|#88cc88}}
**'''Item Dimensions''' were changed to '''X:55, Y:35, Z:5''' to more or less correspond to its actual dimensions
== Inventory Configuration ==
**'''Item Volume''' was set to '''5000'''
[[File:armareforger-new-headgear-inventory-configuration.png|thumb|655x655px|'''InventoryItemComponent''' content]]
*'''PeviewRenderAttributes''' in '''Custom Attributes''' section:
**'''Camera Orbit Angles, FOV &''' '''Camera Distance To Item''' were adjusted so that whole vest fits the preview image in the inventory
** '''Preview Worn Model''' option was '''checked'''
Vanilla vests are using '''2x2 slots''' and once those tweaks are completed, it should look like that in game:
[[File:armareforger-new-vest-inventory-menu.png|none|thumb|'''Sample Vest''' in inventory menu]]
 
== Protection configuration ==
As was mentioned in previous part, beside '''armored plates in Fire Geometry''', items can also use scripted system for damage reduction. Full Kevlar vest like PASGT are using scripted damage reduction which is handled by '''Custom Attribute''' in '''InventoryItemComponent/ClothNodeStorageComponent''' which is called '''SCR_ArmoredClothItemData.'''
 
Whole system works on principle of raw damage reduction to the selected hitzone. For example '''TYPE_IIA''' level protection reduces damage by '''30 points''', which '''reduces most of the damage''' that 9x18mm bullet would inflict to character.
 
Arma_Reforger:Weapon_Creation/Prefab_Configuration#Damage{{Feature|important|Keep in mind that this protection is '''omnidirectiona'''l! You can differentiate how much damage will be reduced from front or rear using this method alone,}}List of all protection levels with amount of damage they are reducing can be found in '''{{Link|enfusion://ScriptEditor/Scripts/Game/Components/Damage/SCR_EArmorLevels.c;5|SCR_EArmorLevels.c}}'''. It is also possible to mod this enum and add your custom values if you wish.
{| class="wikitable"
|+
!Armor Level
!Damage reduction
!Comment
|-
|CUSTOM_01
|10
|Arbitary protection values
|-
|CUSTOM_01
|15
|
|-
|CUSTOM_01
|20
|
|-
|CUSTOM_01
|25
|
|-
|TYPE_I
|25
|Balanced to conform to NIJ standard protection values
|-
|TYPE_IIA
|30
|
|-
|TYPE_II
|35
|
|-
|TYPE_IIIA
|40
|
|-
|TYPE_III
|60
|
|-
|CLASS_1
|31
|Balanced to conform to GOST standard protection values
|-
|CLASS_2
|41
|
|-
|CLASS_2A
|46
|
|-
|CLASS_3
|80
|
|-
|CLASS_4
|90
|
|-
|CLASS_5
|121
|
|}
[[File:armareforger-new-vest-protection-configuration.png|thumb|521x521px|'''SCR_ArmoredClothItemData''' configuration in '''ClothNodeStorageComponent''' of Sample Vest ]]
Setup of that attribute is quite simple and can be done in few steps:


Configuration of inventory is quite similar compared to weapon, therefor it is suggested to take a look at [[Arma Reforger:Weapon Creation/Prefab Configuration#Inventory Configuration|Weapon Creation page]] for details regarding how each of those params are working. Below is list of things which were adjusted in '''InventoryItemComponent''' on '''base''' '''Sample Helmet prefab:'''
* Add new '''Custom Attribute''' in '''InventoryItemComponent/ClothNodeStorageComponent'''  (depends on which component you are using) by clicking on '''+''' icon on the right of the parameter
** Select '''SCR_ArmoredClothItemData''' from the list
* Add zones which are protected by this system by adding new entries to '''Protected Hit Zones''' array
** You can take a look at picture below showing all available hitzones
* Select '''Protected Damage Types -''' in most cases it makes sense to add '''KINETIC, EXPLOSIVE, FRAGMENTATION''' & '''MELEE''' protection
* Select '''Protection''' level from drop down menu which will represent protection level of the soft armor (''kevlar/aramid fabric'')
** In this case [https://en.wikipedia.org/wiki/List_of_body_armor_performance_standards#NIJ_armor_standard_(United_States) '''NIJ IIA''' level] was selected - vest without plates should still protect against pistol bullets
** You can take a look at [https://github.com/BohemiaInteractive/Arma-Reforger-Misc/blob/main/Configuration/Weapons/Weapons_Penetration_List.xlsx following spreadsheet] to compare various protection standards


* '''Item Display Name'''
All available Hitzones can be previewed by opening '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/Core/Character_Base.et|Character_Base.et}}''' prefab and then checking '''Additional hit zones''' array in '''SCR_CharacterDamageManagerComponent'''
** '''Name''' - controls in game display name
[[File:armareforger-new-vest-hitzones.png|none|thumb|935x935px|'''Hitzones''' which can be used in '''SCR_ArmoredClothItemData''']]
** '''Description''' - description of the item visible in in-game inventory menu
* '''Item Phys Attributes'''
** '''Weight''' was changed to '''3.5 [kg]''' to be more or less in line with real life helmet
** '''Size Setup Strategy''' was changed to '''Manual'''
** '''Item Dimensions''' were changed to '''X:27, Y:25, Z:20''' to more or less correspond to its actual dimensions
** '''Item Volume''' was set to '''2500'''
* '''PeviewRenderAttributes''' in '''Custom Attributes''' section:
** '''Camera Orbit Angles& FOV''' values are basically copy paste from '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/HeadGear/Helmet_PASGT_01/Helmet_PASGT_01.et|Helmet_PASGT_01.et}}''' and only '''Camera Distance To Item''' was adjusted so that whole helmet fits the preview image in the inventory
Vanilla helmets are using 2x1 slots and once those tweaks are completed, it should look like that in game:
[[File:armareforger-new-headgear-preview-image.png|none|frame|'''Sample Helmet''' in inventory menu]]


== Adding to Arsenal ==
== Adding to Arsenal ==
Line 55: Line 149:


* [[Arma Reforger:Data Modding Basics#Using .22Override in....22 function|Override in]] your addon '''{{Link|enfusion://ResourceManager/~ArmaReforger:Configs/EntityCatalog/US/US_InventoryItems.conf|US_InventoryItems.conf}}'''
* [[Arma Reforger:Data Modding Basics#Using .22Override in....22 function|Override in]] your addon '''{{Link|enfusion://ResourceManager/~ArmaReforger:Configs/EntityCatalog/US/US_InventoryItems.conf|US_InventoryItems.conf}}'''
* Open overriden file and locate '''Clothing''' section inside of it
* Open overriden file and locate '''Backpack and Vests''' section inside of it
* Add new entry to '''Entities''' list by clicking on '''+ button''' on the right side
* Add new entry to '''Entities''' list by clicking on '''+ button''' on the right side
* Assign your prefab to '''Entity Prefab''' field
* Assign your prefab to '''Entity Prefab''' field
* Add new '''SCR_ArsenalItem''' ''(Arsenal Data)'' entry to '''Entity Data List''' array by clicking on '''+ button''' on the right side
* Add new '''SCR_ArsenalItem''' ''(Arsenal Data)'' entry to '''Entity Data List''' array by clicking on '''+ button''' on the right side
* Change '''Item Type''' in '''Arsenal Data''' to '''HEADWEAR'''
* Change '''Item Type''' in '''Arsenal Data''' to '''VEST_AND_WAIST'''


If everything went fine, you should end up with something like on the picture below
If everything went fine, you should end up with something like on the picture below

Revision as of 13:25, 30 August 2023

Previous part - Asset Preparation
💬
Overview

This chapter covers following topics:

  • Vest prefab creation & configuration
  • Adding vest to arsenal
  • Testing & diagnosing issues with vests

Prefab Setup

Creating Prefab

First step in this process will be inheriting VestArmored_Base.et or duplicate one of existing vests like Vest_6B2_base.et. When inheriting from VestArmored_Base.et, few more steps will be required but those are listed later. On the other hand, unlike helmets, it is possible to configure vest in multiple ways, i.e. by using ClothNodeStorageComponent or InventoryItemComponent.

Additionally, since vests have extra elements separated (arm and groin protection), it will be also necessary to prepare prefab for that attachable prefab. In this case it is possible to use EquipmentPart_Base.et for inheritance or Vest_ALICE_belt.et for duplication - in both cases some extra work will be required - and call such prefab i.e. Vest_Sample_01_Addon.et


Also, don't forget to properly organize your prefab - it is quite useful to have base prefab with _base suffix, since its clear in such setup which file was used as parent for sub sequential child prefabs, which change slightly materials or mesh.

In this article, Enfusion links are used. With those links it is possible to open specific resource just by simply clicking on that link. Enfusion links has to be manually activated in Workbench options (Workbench -> Options -> Workbench -> Register "enfusion://" protocol) before it can be used]
BaseLoadoutClothComponent content

Tweaking BaseLoadoutClothComponent

Once you have new prefab for your vest, open it in for example Prefab Edit Mode and start with tweaking things located in BaseLoadoutClothComponent

  • Enable PhysicsOnWearEnabled & AnimateCollidersOnWear properties
  • Assign item model to ItemModel in BaseLoadoutClothComponent & to property Object in MeshOjbect component
  • Assign worn model to WornModel
  • Optionally: Change SoundInt parameter from 400 (generic vest sounds) to something different
    • This parameter is responsible for additional sounds that are being played when certain type of gear is worn. For instance if you wear harness, you can hear some extra metal rattle when moving through the landscape. See Character SoundInfo Signals Reference page for more info

After you are done with the main vest prefab, apply similar tweaks to Vest_Sample_01_Addon.et

Tip: You can find details how to create variants of vest with different material on following page.

Inventory Configuration

Configuration of inventory is quite similar compared to weapon or headgear, therefor it is suggested to take a look at Weapon Creation page or Headgear tutorial for details regarding how each of those params are working.

Depending whether you are planning to make an vest, which has additional things attached to it like pouches on for instance Soviet harness or ALICE gear, then it is recommended to use ClothNodeStorageComponent.

ClothNodeStoreComponent content


If you already have InventoryItemComponent (i.e. because you duplicated one of the vanilla prefabs which had that) then it is still possible to change it. This can be done by clicking on InventoryItemComponent with and then selecting from the context menu option Change class.

armareforger-new-vest-change-component.gif

When inheriting from VestArmored_Base.et, you will need to add ClothNodeStorageComponent via + Add Component button and then fill all the data from scratch.


Below is list of things which were adjusted in ClothNodeStorageComponent on base Sample Vest prefab:

  • Item Display Name
    • Name - controls in game display name
    • Description - description of the item visible in in-game inventory menu
  • Item Phys Attributes
    • Weight was changed to 10 [kg] to be more or less in line with real life vest containing 2 large plates and 2 smaller side plates
    • Size Setup Strategy was changed to Manual
    • Item Dimensions were changed to X:55, Y:35, Z:5 to more or less correspond to its actual dimensions
    • Item Volume was set to 5000
  • PeviewRenderAttributes in Custom Attributes section:
    • Camera Orbit Angles, FOV & Camera Distance To Item were adjusted so that whole vest fits the preview image in the inventory
    • Preview Worn Model option was checked

Vanilla vests are using 2x2 slots and once those tweaks are completed, it should look like that in game:

Sample Vest in inventory menu

Protection configuration

As was mentioned in previous part, beside armored plates in Fire Geometry, items can also use scripted system for damage reduction. Full Kevlar vest like PASGT are using scripted damage reduction which is handled by Custom Attribute in InventoryItemComponent/ClothNodeStorageComponent which is called SCR_ArmoredClothItemData.

Whole system works on principle of raw damage reduction to the selected hitzone. For example TYPE_IIA level protection reduces damage by 30 points, which reduces most of the damage that 9x18mm bullet would inflict to character.

Arma_Reforger:Weapon_Creation/Prefab_Configuration#Damage

Keep in mind that this protection is omnidirectional! You can differentiate how much damage will be reduced from front or rear using this method alone,

List of all protection levels with amount of damage they are reducing can be found in SCR_EArmorLevels.c. It is also possible to mod this enum and add your custom values if you wish.

Armor Level Damage reduction Comment
CUSTOM_01 10 Arbitary protection values
CUSTOM_01 15
CUSTOM_01 20
CUSTOM_01 25
TYPE_I 25 Balanced to conform to NIJ standard protection values
TYPE_IIA 30
TYPE_II 35
TYPE_IIIA 40
TYPE_III 60
CLASS_1 31 Balanced to conform to GOST standard protection values
CLASS_2 41
CLASS_2A 46
CLASS_3 80
CLASS_4 90
CLASS_5 121
SCR_ArmoredClothItemData configuration in ClothNodeStorageComponent of Sample Vest

Setup of that attribute is quite simple and can be done in few steps:

  • Add new Custom Attribute in InventoryItemComponent/ClothNodeStorageComponent (depends on which component you are using) by clicking on + icon on the right of the parameter
    • Select SCR_ArmoredClothItemData from the list
  • Add zones which are protected by this system by adding new entries to Protected Hit Zones array
    • You can take a look at picture below showing all available hitzones
  • Select Protected Damage Types - in most cases it makes sense to add KINETIC, EXPLOSIVE, FRAGMENTATION & MELEE protection
  • Select Protection level from drop down menu which will represent protection level of the soft armor (kevlar/aramid fabric)
    • In this case NIJ IIA level was selected - vest without plates should still protect against pistol bullets
    • You can take a look at following spreadsheet to compare various protection standards

All available Hitzones can be previewed by opening Character_Base.et prefab and then checking Additional hit zones array in SCR_CharacterDamageManagerComponent

Hitzones which can be used in SCR_ArmoredClothItemData

Adding to Arsenal

Process of adding headgear to the crates is very similar to the one described on Weapon Creation page. There are few differences though - notable different labels are used. So in short, if you intend to add helmet to i.e. existing US arsenal box, then perform following steps:

  • Override in your addon US_InventoryItems.conf
  • Open overriden file and locate Backpack and Vests section inside of it
  • Add new entry to Entities list by clicking on + button on the right side
  • Assign your prefab to Entity Prefab field
  • Add new SCR_ArsenalItem (Arsenal Data) entry to Entity Data List array by clicking on + button on the right side
  • Change Item Type in Arsenal Data to VEST_AND_WAIST

If everything went fine, you should end up with something like on the picture below

armareforger-new-headgear-arsenal-crate.png

Testing & Diags

Once you done all above steps, you can proceed with testing helmet in play mode. Place helmet prefab somewhere on the map in World Editor and then verify that everything works. Below is list some of the common problems

Helmet is not moving with character

Check that helmet has exactly 163 bones in total (dummies + real bones) - not more nor less - it has to be exactly 163.

Verify that Armature is called Armature and there are no extra dummy objects nor skeletons in your 3D software

Helmet colliders doesn't seem to work

You can check if item is correctly skinned by turning on following diagnostics

Physics → Show bodies - change it to one of non-disabled values, flat-mesh is usually quite good to verify it. You can also use Left Alt + 6 on numpad shortcut to toggle show bodies modes.

Physics → Show layer → FireGeometry - this tell the engine to only show colliders which are interacting FireGeometry layer

Physics → Show simulation state → All - toggles visibility of non active colliders like gear ones.

If helmet is not following character, then make sure that it is properly parented to skeleton via Relations and that colliders are active in BaseLoadoutClothComponent

I cannot store helmet in the inventory

Check Item Dimensions and Item Volume of the item - perhaps item is too large for any of the available containers that you are wearing