Ability to set skeletal mesh parameter on CustomizableObjectInstance at runtime

Our game has several different articles of clothing that our characters can freely mix and match. With our current understanding of the features of Mutable, we don’t think literal references to individual skeletal meshes is sustainable. Is there a way to structure our Customizable Object such that we can parameterize the incoming meshes, rather than referencing them directly. In our use case, we want to use all the mesh sections of a mesh, rather than choosing sections a la carte. We can structure our apparel assets such that each slot (shirt, coat, pants, shoes) can use the same modifiers when we add them to a character body.

I’m imagining something like this. Where you have a named Skeletal Mesh parameter that generates an array of mesh sections to pass to Add to Mesh Component.

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Is there already an alternative way to solve this problem? is this intractable? Also, would this be able to generate multiple LODs, or are we going about this entirely the wrong way?

Here there,

This isn’t possible yet directly, but it is a common thing that people have asked for. There is work coming 5.6 and the future that will help with this that I can’t quite mention yet, but it is not quite the solution you’re looking for here. The primary issue is that the import pin functionality depends on defining the source customizable object during compilation. So it doesn’t work to have a bunch of child customizable objects trying to push data into the variable of the parent customizable object.

Is there already an alternative way to solve this problem?

The current way to handle this is to use customizable objects that are linked to a main graph through child objects. Unfortunately, though, this means that there will be code duplication for certain actions.

is this intractable?

Currently, with some of the structures in place for Mutable, this is not easy. That said, we are working on a solution.

Also, would this be able to generate multiple LODs, or are we going about this entirely the wrong way?

While you can define how many lods an output mesh has, you cannot generate the lods dynamically. This isn’t just a limitation of Mutable, but is too costly generally. We generate LODs as a part of saving any static/skeletal mesh. Mutable can use that LOD data to define lods of your combined output mesh. There are few options on how it handles that, https://github.com/anticto/Mutable-Documentation/wiki/Node-Mesh-Component

Another option that might be good to try is the data table node. You can learn about it here.

https://dev.epicgames.com/community/learning/tutorials/nzkW/unreal-engine-mutable-table-nodes-tutorial