Mutable - Groom and Clip With Mask

Hello,

I have been working for several months on a project that uses Mutable and Metahuman.

Today, I am reporting a few issues that have been encountered, mainly concerning mutables.

- Mask textures for the Clip with UV Mask node do not work if they come from a DataTable.

The texture is considered black by the node. Using the same texture as a constant works fine.

The texture in the table appears to be valid, generating a color from a sample of the texture in the table works correctly. A sample from a white area is interpreted as a white texture by the Clip With UV Mask node as intended.

See the 2 firsts associed screenshots

- Groom bindings do not work if the vertex order of a mesh has been changed through Mutable.

With the previous node (Clip with UV Mask), we remove faces from the base mesh (the skin under the clothes, for example, to avoid interpenetration). If a vertex of the mesh supporting the groom is removed, it will no longer work correctly. This applies whether the groom is external to mutable or integrated into the graph using the experimental Mutable Groom Extensions plugin.

I also haven’t found any solution that would allow GroomBinding to be generated at runtime. Generation seems to be Editor only.

Is there another way to have grooms that are consistent with the morphology of a character generated via mutable that modifies the mesh supporting it?

See the 2 lasts screenshots

Thank you for your answer.

Nicolas LAURENT

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Hey there,

Mask textures for the Clip with UV Mask node do not work if they come from a DataTable.

I’ve logged an issue here: https://issues.unrealengine.com/issue/UE-362025. We have had a few issues with DataTables and modifiers, and unfortunately, I don’t have a workaround for this at the moment.

Groom bindings do not work if the vertex order of a mesh has been changed through Mutable.

That is correct, grooms do not support vertex ID changing at all at the moment. While this does limit being able to combine heads with the body or doing part removal on the head, this is a current limitation with grooms.

I also haven’t found any solution that would allow GroomBinding to be generated at runtime. Generation seems to be Editor only.

This is also correct, we don’t currently support runtime groom cache building.

Dustin

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