# Weapons, inspection and clothing at rest

## Controls

The established F hold duration is **one second**; a quick tap does not drop the item.

Hold **F** to drop the exact item in hand. BIS UI also resolves its equipped main-hand weapon even when the equipment kit, rather than DIS, draws that weapon. Releasing F early or switching the item cancels the request. Conversations, DIS Settings, placement and open context menus prevent an accidental drop. A blocked destination preserves bag/equipment ownership and reports failure.

**R** stows a DIS-held item or holds the world item you are explicitly pointing at. It no longer selects the last item in the bag. To hold a bag item, use that specific item's Hold action. Do not rebind a companion action to the same key without resolving the conflict in your host input setup.

Shared native host hooks are ExternalHeldDropTarget and ExternalDropHeldItem; return an exact actor and validate the authoritative release before changing equipment. Get Held Drop Target, Drop Held Demo Item and Toggle Targeted Hold are callable/readable Blueprint APIs. The core plugin does not depend on Character Equipment Kit or Inventory Kit.

## Example weapon stats

In BIS UI, **Project Settings > Plugins > Character & Equipment Kit > Preview Weapons** controls the Silverblade and axe example modifiers. Defaults: sword Damage 42 / AttackSpeed 1.2; axe Damage 58 / AttackSpeed 0.8. AttackSpeed is an example attacks-per-second value, not a running attack timer. The equipped item and its bag tooltip/viewer receive the same modifier values when the sample is picked up/equipped. Respawn the samples after changing settings. Buyer-authored Equipment Item Stat Modifiers and Inventory Item Preview Stats remain editable Blueprint/Data Table definition fields.

These values demonstrate integration and presentation. They do not implement attacking, animation timing, damage calculation or networking. The buyer owns those gameplay rules.

## 3D inspection

Right-click an inventory icon and choose **Inspect / select**. This selects that item and opens the existing 3D viewer even if you previously hid it. The Blueprint **Inspect Slot** node does the same and returns false for an invalid/empty slot without using or consuming an item. Item Inspection Mesh controls the model; Preview Stats supplies the tooltip and viewer stat rows.

BIS UI armour pickups use the existing SM_Loose_Cuirass, SM_Loose_LegArmor and combined SM_Loose_Boots meshes, including their original materials. Fitted character meshes remain separate. The boots are one inventory item and one inspection model containing both boots. Arbitrary skeletal assets need a suitable static inspection representation or a buyer-provided viewer; this pass does not add a universal skeletal viewer.

## Settling and collapsed clothing

Per-item DIS definitions expose **Sleep Linear Speed**, **Sleep Angular Speed** and **Sleep Quiet Frames** under Physics. Defaults are 3 cm/s, 0.05 radians/s and 20 quiet physics frames. These use Chaos sleep rather than switching off collision or simulation. Impacts can wake the bodies. Mass, damping, friction, restitution and CCD remain editable.

BIS clothing releases under gravity both when dropped and when placement is confirmed. The pickup volume follows the loose pieces only when its bounds meaningfully change. Boots keep their two-body tether and use tuned garment contact sleep settings.

Chest and legs can change to an authored **flattened resting mesh** after all their physical bodies are quiet and a support surface is directly underneath. The replacement checks occupied space and keeps a simulated, colliding root that can be nudged and piled. It does not freeze an airborne item. Pickup returns the original representation; changing equipment does not flatten the worn mesh.

This approximates clothing falling over and deflating. It is **not cloth simulation**: hollow volume does not physically compress vertex by vertex, and the resting-mesh change may be visually noticeable. On the BIS Loose Armour actor, change Collapsed Rest Mesh, Collapse At Rest, Collapse Quiet Seconds, garment damping or Boot Pair Slack through Blueprints/defaults. Boots deliberately retain their paired physical pieces instead of being replaced by one rigid collapsed mesh. Visual approval is required; crowded/sloped surfaces may prevent the conservative resting-pose replacement.

## Your visual test

1. Spawn items, collect the sword and axe, and compare tooltip/viewer stats. Equip each and hold F; verify it drops near the character and its equipment slot clears only after success.
2. Stand by a wall or crowded area and try a drop. Confirm the item remains owned if no safe space exists. Tap F briefly to cancel, then try again.
3. With items in the bag and nothing hovered, press R. Nothing should be chosen automatically. Use Hold on a particular icon instead.
4. Hide the 3D viewer, then Inspect the sword, axe, chest, legs and boots. The viewer should reopen with the correct model, materials and stats.
5. Drop/place chest and legs on clear ground. They should fall, settle and use the flattened resting representation when space permits. Nudge the pile; sleeping items must still respond. Confirm either boot remains collectible and moves with its partner.

Build/runtime checks are not visual approval, multiplayer certification, packaged cooking validation or Fab release readiness. Shared DIS source is synchronized to standalone; BIS-only equipment/inventory composition and the new collapsed meshes stay in BIS UI.

## Verification for this pass (3 October 2026)

Both Development Editor targets built successfully. Seven headless integration checks passed: BIS item lifecycle plus item safety, placement recovery and conversation lifecycle in both projects. The BIS lifecycle check exercised equipment-owned sword/axe drops, matching bag/equipment sample stats, inspection selection/opening and armour mesh loading, paired-boot collection and tether bounds, and a clear-ground clothing fixture that reached its collapsed representation while retaining collision/simulation and responding to an impact.

These are programmatic checks of the drop path and viewer assets, not synthesized physical key presses or rendered viewer images. Visual settling, materials, the resting-pose transition and real keyboard/UI interaction remain for the user's play test. Pre-test saves and presentation settings are restored after the checks.

A repeated BIS lifecycle run also passed the blocked F drop check: equipment ownership remains intact without adding a bag duplicate. Shared source and documentation match between the two projects. The project-authored DA_DIS_WeaponGripReferences asset is intentionally preserved separately because it stores body-specific hand fits; it is not overwritten to force byte equality.
