Hello!
I appreciate UE5.5 has just released, and Mutable is experimental, however I wanted to start looking into this plugin to see how viable it will be for our use case. What it says on the tin is exactly what we’re looking for.
Anyway, I’m having a number of issues, and perhaps this is the best place to begin that dialogue.
Firstly, I have built a modular system of Clothing objects and a Body object which references them.
As you can see, this asset creates a combined clothing set and masks out the skin (or clothing) on areas that are covered by higher layers.
Mutable preview:
However, for whatever reason, when implementing this Mutable asset within our custom Metahuman actor class, the only thing we see is the removal of the skin vertices. We don’t get the clothing being added at all:
Just to share how this is set up. Here is the graph for the “Character” (body + clothing + masks):
Fairly straight-forward, each clothing item outputs it’s mesh, gets morphed based on body morphs (of which we don’t have connected right now, as we felt this might be part of the issue), and then masks each other and the body based on which meshes are active in each clothing object.
Here is an example of a clothing object:
As you can see, everything is set up in a fairly simple way, and the preview shows how I would expect, so all should be well.
Here is the setup in the Blueprint Actor:
So, I noticed that the child objects didn’t have the Enable 16Bit Bone Weights variable enabled like the main “Character” asset did. However, when I try to enable these, the engine crashes immediately after recompiling the main “Character” asset.
I can’t for the life of me figure out why this is happening, but perhaps it’s a Plugin bug.
Additionally, I noticed when playing in editor, I get this warning:
In the output log it displays as such (no warning or explanation):
Any help with these two issues would be massively appreciated. I feel like I’m a couple of changes away from having a fully working system, but perhaps I’ve missed something obvious or the plugin just simply isn’t ready yet.
Edit: Just to confirm, I followed both of these documentation pages to ensure everything is as it should be: