Issue with multiple material columns in a CustomizableObject Table node

I’m having trouble setting up a customizable object such that I can pull multiple mesh sections and materials from the same data table. It appears that the Data Table node only supports a single material column without issue.

In the attached project and screenshot, I would expect the green material instance to be applied to mesh1 but instead it simply uses the material default in the MeshSection node.

Expectation:

Mutable is able to make use of multiple material columns just like it appears to support multiple mesh columns.

Motivation:

The reason I’d like to organize things this way is that I have character assets that are usually separated along upper body and lower body so that every permutation can be used. However, some meshes, like full length dresses, need the upper and lower bodies to match. To solve this I’m trying to link them to a single parameter, and so I’m looking at a single data table. I’ve also tried using separate tables/nodes with identical, duplicate parameter names but that seems to cause other issues like breaking the preview.

Is this a bug? How should I accomplish this?

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Steps to Reproduce
You can see the issue in the attached Customizable Object asset /Script/CustomizableObject.CustomizableObject’/Game/CO.CO’.

The CO graph is set to build an object from two mesh components with a material each, pulled form the same data table node.

Note that the first material column/pin seems to be ignored.

Hey there,

In your example project, the default value for Material1 was invalid for some reason. I pointed it to a neutral material, saved everything, and then recompiled and it all worked. It’s a sneaky thing that shows up in the message log, but isn’t in your face.

Your approach would work well, though it would be quite a bit of data setup in a table. I’m struggling a little bit to understand what your mesh->data would look like, but if a character is “Use this upper and lower body section, and here’s the base materials for those model types.” then I think you would be in a good spot.

Dustin

I remade my test example with fresh materials and can confirm that it does seem to work.

I went back to my actual project (5.5-ish) and migrated the CustomizableObject into an empty 5.6 EGS Editor build and that also now works as expected. Seems like whatever my issue is, its fixed in 5.6 and my repro project was a red herring.

Thanks for the sanity check!