We are using the Mutable plugin to customize and dress a character. The setup follows the example project structure — each piece of clothing (shirt, pants, etc.) is its own Customizable Object, linked to the corresponding object in the main CO_Body (e.g., shirts linked to Torso, pants to Legs, and so on).
The system works as intended functionally, but we’re running into a significant memory issue:
When CO_Body is loaded, it appears to also load all meshes from every connected clothing object into memory, even if only one clothing item is active.
In Unreal’s Asset Manager, assets can be registered but only loaded on demand, giving full control over when resources are streamed in.
Is there an equivalent mechanism or recommended best practice for controlling when Mutable data is loaded or unloaded?
Specifically:
- How can we prevent Mutable from loading all meshes/textures from linked clothing COs at once?
- Is there a streaming or on-demand loading system in Mutable similar to Unreal’s asset streaming or soft references?
- What is the intended approach to manage memory efficiently in large-scale setups with many clothing options?
Any insights or official recommendations on structuring Mutable projects for optimal memory usage would be greatly appreciated.