Steps to Reproduce
Generic scope of the question: our team wants to have a widget or a solution at their disposal purposed to generate semi-random metahumans. The target market is Film VFX (visual fidelity over real-time optimization, level sequences with animations keyed to the metahumans), the scope of the semi-random metahumans should be contextual, allowing artists to fill a scene with extra characters (e.g., a “soldier” preset, defined by DataTables with soldier-specific metahuman clothing). We’d also like the solution to be generic enough to fit different character types (ideally a matter of swapping DataTables to reference different SkeletalMesh clothing).
Specific narrowing of the question: I’d assume a viable way to achieve the aforementioned would be the Mutable plugin. Correct me if I’m wrong here.
Regarding attempting Mutable to generate semi-randomized populations, I’ve encountered some critical bugs that prevents us from fully utilizing this plugin. Namely:
- groom assets not being displayed correctly on a metahuman
- Mutable previews not working (grooms, population preview)
- Mutable assets included in a Level Sequence crash Unreal Editor on reopen
To replicate the issues:
- download some metahumans with grooms from Bridge
- follow the groom tutorial to attach a groom asset to a metahuman: https://github.com/anticto/Mutable-Documentation/wiki/Grooms [Image Removed]
- when adjusting the mutable nodes accordingly and hitting the “Compile” button, the preview instance shows correctly (as depicted in image above)
- when changing instance parameter “Hair” on the preview instance (dropdown GUI), the hair groom breaks down all over the place of the metahuman; only hitting the “Compile” button again fixes it[Image Removed]
- when generating a Customizable Object Instance (COI) and saving it as asset through Mutable’s Customizable Population Class, followed by adding this COI into a Level Sequence, the COI metahuman has its groom broken down, just like in the uncompiled preview window[Image Removed]
- when saving a Level Sequence with COI Metahuman in it, closing Unreal Editor, reopening Unreal Editor, and reopening said Level Seuqence, the editor crashes. I’m attaching the crashlog.
Furthermore (minor issue):
- when creating a Customizable Population Class based on a Customizable Object (Metahuman), the preview button (“Test Population Class”) does nothing, not displaying any variations of the metahuman
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In the end, is it reasonable to expect Customizable Object Instances (Metahumans) to work in Level Sequences?
Furthermore, if the Mutable plugin is in Beta and its extensions are experimental (Groom extension for Mutable, Mutable Population), what is the ETA on fixing these bugs?