Quick Start

Goal: a character with a weapon slot and a head slot, one sword definition that attaches a mesh to the hand, equipped by the server and visible on every client - in Blueprint and C++, with no other Crimson plugin required.

1. Enable the plugin

Open Edit -> Plugins, type Crimson in the search box, tick CrimsonEquipment, and restart when prompted. For a Blueprint project that is the entire installation - there is no .uproject or .Build.cs to hand-edit.

Verify
A Crimson Equipment page appears under Project Settings -> Crimson, and right-clicking in the Content Browser offers Add -> Crimson Plugins -> Equipment.

2. Author your slot tags

The plugin ships no slot tags. A slot is any gameplay tag you choose, and the same tag has to appear in two places: the pawn's slot layout, and every definition that fills that slot. Author them first.

Open Project Settings -> Project -> GameplayTags -> Manage Gameplay Tags -> Add New Gameplay Tag and create the two tags this Quick Start uses:

TagWhat it will be
Equipment.Slot.WeaponOne weapon slot.
Equipment.Slot.HeadOne head slot.
Naming is entirely yours
Neither EquipmentSlotTag nor FCrimsonEquipmentSlotDefinition::SlotTag filters the tag picker, so any tag works - Gear.MainHand, Slot.Trinket, anything. Pick a prefix and hold to it.
Verify
Both tags appear in the picker when you open any FGameplayTag property in the editor.

3. Add the slots component and author the layout

UCrimsonEquipmentSlotsComponent declares which slots the pawn has. It is not replicated - it is authored in defaults, so every machine builds the same layout from the same Blueprint.

Open your character Blueprint -> Add Component -> Crimson Equipment Slots. Select it and fill the Slot Layout array in the Details panel, one entry per slot type.

Slot TagSlot CountResult
Equipment.Slot.Weapon1One weapon slot, index 0.
Equipment.Slot.Head1One head slot, index 0.
Slot Count is how many indices exist
Slot Count = 2 on a ring slot gives you indices 0 and 1 and lets a character wear two rings. It clamps to a minimum of 1.
Verify
Select the component in the Components panel: Slot Layout shows two entries carrying the tags above.

4. Add the manager component

UCrimsonEquipmentManagerComponent is the runtime half - it owns the replicated equipment list, grants abilities, spawns actors, and implements ICrimsonEquipmentHost. It replicates, so it is added on the server and reaches clients through replication.

Add it on the server
The manager holds replicated state, so it belongs on the server. Adding it in the Components panel puts it on every machine, which is harmless - the component takes its list from the authority either way - but a pawn spawned at runtime rather than placed should get it on the server. How-To: Add Slots with a Game Feature does exactly that, with no graph work at all.

Open your character Blueprint -> Add Component -> Crimson Equipment Manager Component, alongside the slots component from step 3.

To add it from a Game Feature instead - so a pawn class gains equipment without being edited at all - see How-To: Add Slots with a Game Feature.

Verify
Play in Editor, eject, and select the pawn in the World Outliner: the Details panel lists both Crimson Equipment Slots and Crimson Equipment Manager Component.

5. Create an equipment definition

A definition is a Blueprint class, not a data asset instance - the plugin reads it off the class default object and never instantiates it. Right-click in the Content Browser -> Add -> Crimson Plugins -> Equipment -> Equipment Definition, name it BP_Sword, and set these in Class Defaults:

PropertyValue for this Quick Start
Equipment Slot TagEquipment.Slot.Weapon
Instance TypeLeave as Crimson Equipment Instance.
Granted AbilitiesLeave empty - How-To: Grant Abilities from Equipment fills it in.
Actors To SpawnOne entry: leave Actor To Spawn empty, set Static Mesh to a sword mesh, set Attach Socket to hand_r.
You need no actor Blueprint for ordinary gear
Leaving Actor To Spawn empty makes the plugin spawn the shipped ACrimsonEquipmentDisplayActor and push your mesh into it - collision off, overlaps off, navigation off, purely cosmetic. Author an actor class only when the gear needs behavior of its own.

Every property on a definition is EditDefaultsOnly, so this whole step happens in BP_Sword's Class Defaults panel. There is nothing to wire.

Verify
BP_Sword's Class Defaults show the weapon slot tag and one entry under Actors To Spawn whose Attach Socket reads hand_r.

6. Equip it on the server

Equip Item is BlueprintAuthorityOnly. Call it from somewhere that only ever runs on the server - a GameMode, an authority-branched pawn event, or your own Server_ RPC.

In your character Blueprint: Event BeginPlay -> Has Authority (Branch, True) -> Get Component By Class (Crimson Equipment Manager Component) -> Equip Item (Equipment Definition = BP_Sword, Source Object = empty, Specific Slot Index = -1).

Specific Slot Index of -1 means pick the first free index for this slot tag. Pass 0 or 1 to force a particular index.

Verify
Play with Net Mode = Play As Client, 2 players. The sword is attached to hand_r in both windows - each client spawns its own cosmetic copy when the instance replicates in, so a late joiner sees it too. Tick bVerboseLogging in Project Settings -> Crimson -> Crimson Equipment and LogCrimsonEquipment reports the equip and every spawned actor.
Have all the Crimson plugins?
CrimsonCore ships a paper-doll equipment panel, equipment slot widgets and a ready-made Equipment.Slot.* tag set on top of this plugin (CrimsonCore - requires all Crimson plugins). Open CrimsonCore -> Inventory UI and skip to the verify steps above.
What's next
Learn the accessors once - and the client-to-server routing this plugin deliberately does not ship - in How-To: Get the Building Blocks. Then make the sword bring a swing ability with it (How-To: Grant Abilities from Equipment), attach the meshes (How-To: Attach Visual Actors), pick changes up on the client, since the delegate is server only (How-To: React to Equipment Changes), and hand equipping to an inventory without either side knowing the other (How-To: Bridge an Item System). Before you ship, read Concept: Multiplayer.