What is included
Complete Spine Armor Set contains the chest, pants and paired boots as three independently wearable Wardrobe items in BIS_SpineSet_1.0.mhpkg. R20 is the frozen package revision; the product version is 1.0. It imports 42 Unreal assets, including independent studio construction references based on Epic factory defaults. These are resizing references, not playable characters. Each piece uses one authored armor material and four 4096 × 4096 textures: base color, metallic, normal and roughness. The Set contains the same three independently wearable items as the single offers; there is no separate WI_SpineSet item.
After importing into Content/BISSpineArmor, the Wardrobe item paths are /Game/BISSpineArmor/WI_SpineChest, /Game/BISSpineArmor/WI_SpinePants, /Game/BISSpineArmor/WI_SpineBoots.
Requirements before import
Tested with Unreal Engine 5.8.3 on Windows, DirectX 12 / Shader Model 6. R20 is not an Unreal version. Enable MetaHuman Creator and Chaos Outfit Asset, install the MetaHuman Creator content for your engine, and restart when prompted. In Project Settings, enable Support Compute Skin Cache, Support 16-bit Bone Index and Unlimited Bone Influences; restart after changing these settings. Follow Epic’s requirements for your character’s skin, hair and virtual textures. The armor contains no virtual textures or Substrate materials. No separate BIS fitting plugin is required.
Add clothing and bake/assemble
- Create a folder named
BISSpineArmorunder Content. ImportBIS_SpineSet_1.0.mhpkgdirectly into it. Do not manually unzip the package. Wait for import and shader compilation to finish. - Open your own editable MetaHuman Character in MetaHuman Creator. In Hair & Clothing, add WI_SpineChest, WI_SpinePants and WI_SpineBoots as Outfit Clothing. Remove overlapping garments.
- Leave Source Size Override on automatic/default. Creator handles sizing when you add the clothing; you do not need a separate manual fitting step. Check the Creator preview.
- Open Assembly and use Optimized, Medium and AnimBP. Bake/assemble the MetaHuman and wait for character generation to finish. Keep the generated LODSync component and mappings.
- Place the generated character Blueprint in your test level and connect your own movement and animation setup. Check standing, walking and running from the front, side and rear. Save and reopen before using the character in your game.
The expected result is your own assembled MetaHuman wearing the purchased clothing. Assembly prepares the character assets; it does not add inventory, runtime equipping or combat. If you change clothing or body proportions later, rebuild the character.
Assembly configuration note: the exact R20 stock scripted tests left Common Folder Path empty, reusing installed Epic common assets rather than copying a Common folder. Those tests do not separately certify every ordinary GUI click or the default copied-Common configuration. If assembly fails, stop and send the failed step and warnings to support rather than using incomplete generated assets.
Coverage and limitations
All four exact R20 downloads passed stock import and reopen. Each offer also passed scoped stock scripted Optimized Medium / AnimBP assemblies on independent feminine and masculine test characters, with automatic source-size selection and an empty Common Folder Path. This does not establish universal body, animation, platform or cooked-game support. Check your own final body and poses.
The construction data provides two chest, two pants and three boot source sizes. These are resizing references for the purchased garment design, not additional armor designs, included playable MetaHumans or a guaranteed supported body range.
Four garment source detail levels are supplied. The tested Medium assembly uses the three generated mapped clothing levels (LODs 1–3). Keep generated LODSync: mismatched manual mappings can cause intersections in motion. High/Cinematic assembly, other platforms, every body and every animation are not certified.
Appearance and what is not included
These are skinned garments. No hidden-body mask, underwear removal or skin modification is included, so underlying skin or underwear may remain visible. Minor uneven trim or edge detail can remain; distant detail levels simplify the surface. Inspect your own assembled character at the viewing distances and poses your game uses. Perfect clearance for every custom body or extreme pose is not promised.
Playable MetaHumans, hair, skin textures, animations, weapons, scenery, podium, demonstration level, simulated cloth physics, movement/camera controls, inventory, stats, combat and runtime equipment logic are not included. Supply your own MetaHuman and gameplay systems. The shared video shows the armor family and demonstration tools, not extra content in a single-piece offer. Promotional thumbnails are artwork, not a technical guarantee. Earlier multi-character demonstrations do not prove universal stock support.
Character & Equipment is a separate gameplay product and contains starter Spine Armor visuals; check overlap before purchasing both. No cross-product entitlement or automatic discount is implied.
If something does not work
- Truncated bone influences: check all three skinning settings above, restart Unreal and reimport in a clean test project.
- No Wardrobe item: confirm MetaHuman Creator, Chaos Outfit Asset and Creator content are installed/enabled, then restart.
- Missing hair or skin: check your own MetaHuman’s assembly requirements. Those assets are not supplied by this clothing download.
- Assembly fails: record the warnings and failed step. Do not continue with an incomplete character; check the configuration note above.
- Clipping or unusual bending: confirm automatic Source Size Override and unchanged generated LODSync. Inspect your body and pose; custom proportions or extreme poses may need project-specific work.
For support, send the purchased offer, R20 package revision, Unreal version, MetaHuman body, exact failed step, warnings and safe front/side screenshots. Never send credentials or private customer files.
Support and updates
Contact support.blackironspine@proton.me. Black Iron Spine Studios targets an initial response within 24 hours, not guaranteed resolution. Fab handles purchases and refunds. Product version 1.0 (technical version 1.0.0), frozen package revision R20. Future numbered updates may follow without a promised date or feature list.
Download identity
Approved source: BIS_SpineSet_1.0.mhpkg, 980596669 bytes. SHA-256: ac8734e5ab0d048eafc2c72fc063f24eb3592a2004b4047f9438d3f46e100280. Fab may normalize the displayed filename. This identifies the frozen local upload source; it is not an independently downloaded server-file hash.
