| UCrimsonEquipmentManagerComponent | UPawnComponent (Blueprintable) | Central runtime manager. Owns the replicated equipment list, handles equip/unequip, save/restore. One per pawn. |
| UCrimsonEquipmentSlotsComponent | UActorComponent (Blueprintable) | Declares the slot layout (tag -> count). Read by the manager during EquipItem. One per pawn. |
| UCrimsonEquipmentDefinition | UObject (Const, Abstract, Blueprintable) | Immutable data asset per item type. Declares slot tag, instance class, ability sets, actors to spawn. |
| UCrimsonEquipmentInstance | UObject (Blueprintable, replicated) | One runtime object per equipped item. Manages spawned actors, fires OnEquipped / OnUnequipped. Subclass for custom logic. |
| UCrimsonGameplayAbility_FromEquipment | UGameplayAbility (Abstract, Blueprintable) | Base class for abilities granted by equipment. Provides GetAssociatedEquipment() and GetSourceObject() accessors. |
| FCrimsonEquipmentDefinition | - (use UCrimsonEquipmentDefinition) | The UClass data asset - not a struct. |
| FCrimsonEquipmentList | FFastArraySerializer struct | Replicated container of all active entries. Drives PostReplicatedAdd / PreReplicatedRemove on clients. |
| FCrimsonAppliedEquipmentEntry | FFastArraySerializerItem struct | One entry: definition class, instance pointer, slot tag, slot index, granted ability handles (server-only). |
| FCrimsonEquipmentSlotDefinition | USTRUCT (BlueprintType) | Slot tag + count. Placed in UCrimsonEquipmentSlotsComponent.SlotLayout. |
| FCrimsonEquipmentSaveData | USTRUCT (BlueprintType) | Complete snapshot of all equipped items for serialization. |
| FCrimsonEquipmentSaveEntry | USTRUCT (BlueprintType) | One save record: definition class, slot tag, slot index, optional source object path. |
| FCrimsonEquipmentChangedMessage | USTRUCT (BlueprintType) | Message payload (instance, slot tag, bEquipped flag) for an optional Crimson.Equipment.Message.Changed broadcast you wire yourself - the plugin does not broadcast it. |
| UCrimsonEquipmentSettings | UDeveloperSettings (Config=Game) | Project Settings -> Crimson -> Crimson Equipment. bVerboseLogging only. |
| FCrimsonEquipmentActorToSpawn | USTRUCT (BlueprintType) | Defines one actor to spawn at equip time: actor class, attach socket, local transform offset. |