Mutable: Merging multiple assets with postprocess anim blueprints

Hello Epic,

If in a mutable graph I have 2 Skeletal Meshes that have a postprocess anim blueprint, when I the charcter is baked it will only assign one of those postprocess blueprints.

Is there a way to combine all the postprocess anim blueprints to apply them all to the baked character?

Thanks!

Hey there,

Yes-ish. But it is not a simple process. The base statement is that you can’t combine anim instances. However, when defining your skeletal mesh in mutable customizable objects, you can add animation instance metadata to the node. When the customizable object is compiled and built, you can query that metadata and determine what you want to do with it.

https://github.com/anticto/Mutable-Documentation/wiki/Node-Skeletal-Mesh

Post-process blueprints are more complex in this case because they are tied to the mesh, so you cannot use them as they are set up for those in particular. You would need to move those anim graphs out of the post-process approach and apply them as a linked layer approach.

Hello, I am trying to do something similar and I was wondering if there is an example or guide for doing the linked layer approach

@michell3 quick steps for this how I go about it, its very similar, using “Link anim graph” nodes:

  • Attach anim bp metadata to your meshes inside Mutable (Input pose - anim bp logic - output pose);
  • Gather your anim bp’s list during runtime ;
  • Make custom logic anim graph with predefined number of empty linked graphs;
  • Link your anim graphs when you need it;

Here are couple screenshots:

Hello! Thank you for your response, I am trying to understand. Right now I have separate ABPs for each skeletal mesh (shirt, pants), that are connected in their Customizable Objects.

In your example you have an ABP_ModularInstance that just looks like input pose > emptygraph > outputpose

In another ABP you have 10 of the ABP_ModularInstance, and a function SetLinkedInstances that updates the modular instances.

Currently I cannot find this “Set linked anim graph” node in 5.6. Am I missing a plugin of some sort?

@michell3 oh my bad, you want to use Link Anim Graph ty Tag, thats the default function for Anim Instance

My blueprint is a bit confusing even to me right now, but it works and lets you bypass layer interfaces

Here’s an article in docs which is really helpful:

I did my setup in 5.3 so maybe now it could be even easier

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I think I was able to set up the ABP modular instance correctly. My next question is how were you able to get the data from the customizable object to tell the modular instance nodes how to be populated?

I do it like this:

It’s not particularly good or efficient blueprint, it’s just in the examples in my Fab assets
It works, but I dont like it

This is very helpful. I assume this is on the actor containing the customizable mesh. I am not sure how delegates work, how did you plug in the UpdateAnimList into the delegate input? Currently have created it as an event dispatcher but it will not plug into the delegate pin

You simply need to drag out the delegate pin from the ForEachComponentAnimInstance node and create event that way, it will take its signature and have the correct variables right away