
CLOTHING / BP_CL_Head_TopHat
Top Hat
Wearing this will let others know how classy you are, probably.
Rarity is assigned by the loot source Exactly confirmedLOCALE / GAME
- Weight
- 0.2 KG
- Stack
- 1
- Source
- UE 5.6
FULL CLIENT PROPERTIES
Useful properties
Item classClothingItem
Temperature effect0.85 °C
Values come from serialized and inherited item-class properties. The complete technical set remains in snapshot provenance.
WHERE TO FINDCOLLECTION / LISTCOUNTCHANCE PER ELIGIBLE ROLL
Typical sources
10exact ItemSpawnlist → ItemList relations
Locker VisitorVery rare · may drop10.193%
Data provenance
ILC_Locker_Visitor → IL_CL_Head_CivLockersVery rare · may drop10.083%
Data provenance
ILC_Lockers → IL_CL_Head_CivCloset MotelVery rare · may drop10.067%
Data provenance
ILC_Closet_Motel → IL_CL_Head_CivCloset ResidentialVery rare · may drop10.056%
Data provenance
ILC_Closet_Residential → IL_CL_Head_CivCloset Residential RichVery rare · may drop10.049%
Data provenance
ILC_Closet_Residential_Rich → IL_CL_Head_CivParcelVery rare · may drop10.027%
Data provenance
ILC_Parcel → IL_CL_Head_CivDollar Store ShelfVery rare · may drop10.024%
Data provenance
ILC_DollarStoreShelf → IL_CL_Head_CivDollar Store Shelf LargeVery rare · may drop10.019%
Data provenance
ILC_DollarStoreShelf_Large → IL_CL_Head_CivCardboard Box ResidentialVery rare · may drop10.01%
Data provenance
ILC_CardboardBox_Residential → IL_CL_Head_CivJunk Pile ResidentialVery rare · may drop10.008%
Data provenance
ILC_JunkPile_Residential → IL_CL_Head_CivProbability is calculated from exact rarity weights and ChanceToNotSpawn. It is the chance for one eligible table roll, not a guarantee for a particular container or server.
CRAFTING & USES
No recipes discovered
The item may be used directly or by the building system without a separate recipe asset.
Vein/Content/Vein/Items/Clothing/01_Head/BP_CL_Head_TopHat.uasset- BUILD
- LOCAL / 2026-08
- EVIDENCE
- EXACT
- STATUS
- CURRENT