I’m working with the Mutable plugin in Unreal Engine (via the Customizable Object system) and I’ve hit a roadblock trying to use a Component Switch to dynamically select a body mesh in-game.
What I’m trying to do:
I’ve created a Customizable Object with a Gender parameter.
Inside the Mutable graph, I use a Component Switch to choose between two skeletal meshes (BodyM and BodyF) based on that parameter.
In the Mutable preview, it works perfectly — the correct mesh is shown depending on Gender.
Did you find a solution to this? I tried using the mesh section variation instead but that just messes up both mesh and make them look weirdly like the reference mesh.
Edit: So by turning on Asset User Data Merge on details window fixed that and everything seems to work. Basically use one component for head and body each, then an enum switch to mesh section variation and it works.
I think you’re looking for an Import Enum Pin. Basically, you set your enum parameter in your base CO and connect it to an Export Enum Pin. Then when you set it in your main CO, the child objects pick it up
You can’t directly reference a Component Switch output from an Actor Blueprint because Mutable parameters are handled inside the Customizable Object system, not as regular BP variables.
Instead, get the Customizable Object Instance from your Skeletal Mesh Component, then use the provided Mutable functions (like SetIntParameterSelectedOption or similar) to control the switch indirectly via its parameter name.
So the workflow is:
Actor BP → Get Customizable Object Instance → Set parameter → Mutable updates the Component Switch output.
Make sure the switch is exposed as a parameter in your Customizable Object.