Mutable Ignores State of Modular Game Features

I’m encountering an issue when working with Mutable/Customizable Objects in combination with Modular Gameplay Features (MGF).

Expected:

Child Customizable Objects that are located inside a disabled (“Installed” state) MGF should no longer be referenced or compiled by the parent Customizable Object.

Actual:

After restarting the Editor, the parent Customizable Object still compiles all child objects from the disabled MGF. The disabled MGF does not seem to prevent its Customizable Objects from being loaded or compiled.

Question:

Is this the expected behavior when using Customizable Objects with MGFs?

If not, is there a known workaround, or is there an additional step required to prevent Customizable Objects inside disabled MGFs from being compiled?

Does it matter if they are “converted to dataless” as described in the release notes of 5.7 and if so, how

Steps to Reproduce

  • Create Customizable Object with object group
  • Create Customizable Objects linked to that group
  • Move the linked child objects to an MGF and disable the MGF
  • Restart Editor
  • It still compiles with all child objects from the disabled MGF

Hey there,

Unfortuntately this is the case, I’ve logged an issue that you can follow here: https://issues.unrealengine.com/issue/UE-355264

Currently, we use the version bridge assets. There isnt documentation on this, though this has raised that we need to build documentation for it.

[Image Removed]Mutable allows users to create its own versioning system by creating an asset class that inherits from the ICustomizableObjectVersionBridgeInterface class. By overriding these three functions, users can skip the compilation of COs that do not match the version of the release.

[Image Removed]

CO’s currently don’t have any checks against their compilations to ensure that if the plugin data is disabled and not loaded that it needs, it would probably crash.

Dustin