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