Hello guys, we have already discussed this in detail in the Discord and there seems to be a problem with the "Material Override" of BaseLoadoutClothComponent. You have already mentioned in the wiki that this function is not as secure as the prefab variant.
The problem: Unfortunately, “Material Override” doesn’t work as it should for clothing. If you place a prefab in a storage or place the prefab directly in the world, the "Material Override" function works without any problems and the new material is displayed accordingly.
However, if you assign this prefab, for example a shirt directly to a character: "Character_US_AMG.et" - "BaseLoadoutManagerComponent" then the override is completely ignored and the unit always spawns with the material that is assigned to the model. This is the case if you spawn the character as an AI group member.
There is now the option to use the Prefab variant instead of the "Material Override" function. However, 3 prefabs must be created for each color variant of the shirt.
1x Main Prefab with InventoryComponent
1x prefab for the item variant of the model
1x prefab for the worn variant of the model.
So if you now have a shirt in 5 different colors, 15 prefabs have to be created for it. This is very disruptive and time consuming.
Please check the "Material Override" function of "BaseLoadoutClothComponent" so that it also works reliably for characters with BaseLoadoutManagerComponent.
If you have any questions, you can contact me or bacon in the Discord.