Mutable - Recompute Tangents (also possible engine bug related to recompute tangents setting)

Hello there!

I’ve been trying to build a character creator with Mutable for a while (currently using UE 5.6.1). It is a really great plugin when it works as it should, but I’ve ran into a few problems:

The biggest issue I currently have is that I have found no way to force the generated mesh to recompute its tangents (except by using an ugly C++ hack, which causes its own issues), so the shading ends up being off when applying morph targets.

This was not an issue with UE 5.5, but I believe certain rendering functionality was changed for the skeletal meshes at this engine version, so maybe not directly the fault of the Mutable plugin.

Changing the morph values on one of the base skeletal meshes in the skeletal mesh editor (after enabling recompute tangents and setting a mask channel) works as expected (except that choosing “Enable with no mask” doesn’t do anything, but I suspect that is a base engine bug, would still be nice to see it fixed as soon as possible).

Another issue is the inability to set a custom mesh deformer on the generated asset. Any attempts at applying one through the skeletal mesh component causes the editor to crash. But the main reason I’ve been trying to apply a deformer is as a workaround for the tangent re-computation issue.

I’ve also had issues where changing a morph target value will fail to update the generated mesh geometry if the model has more than one UV-layer, but I saw a thread mentioning it would be fixed later (but not as of 5.7.3, from what I’ve seen in my tests).

But back to the tangent re-calculations: Perhaps I’m doing something wrong, maybe an option that I’ve missed in the customizable object or something like that? Anyone else using Mutable having the same issue?