I have an issuie with Mutable plugin.
Let’s say I have a character that has a potion strapped on his chest, and I have dozen of types of potions. In order to customize it, I have found only 3 ways of doing it.
- Manually maintain a Enum node, adding one pin for each potion type.
- Use a Table node, store all potion types meshes in a single DataTable.
- Write CPP editor code, edit the CustomizationObject graph itself to update Enum nodes.
The problem with 1 is that, it’s huge amount of manual work and prone to error and horrible to iterate.
Problem with 2 is that, because Table node has no built in filter, every mesh in the DataTable would show up on the customization drop down menu. So I have to make a seperate DataTable for each “potion” decor I have on the character (like scabbard, arrows, emblems, etc), multiplied by the body types of the characters, and potentially multiply by something else gameplay related. Which leads to dozens of DataTables.
Is there other ways to automate or batch process meshes?