I’m trying to use the remove mesh blocks on a skeletal mesh that has multiple udims, in this particular case I need to remove elements from udim 1013, and it is showing up above the allowed grid, like in the related picture. I can’t find any way to move the grid so that I can put blocks on the mesh. Is this due to an incorrect unwrapping workflow, or is it just a limitation from mutable that we have to accept?
Good timing I’m running into the same issue. I have a project updated from 5.6 to 5.7 and Mutable has changed this? Or is it a bug?
CO that worked before have now moved in the grid and I have no idea why and how to get it back.
Any help appreciated.
@Udrone I didn’t know there’s an UV editor for Skeletal Meshes in the engine already, you can use that to move your UVs around for Mutable. May not be the best solution, but it worked in my case.
Simply right click on the Skeletal Mesh

and then move everything to the first square using the Transform function, type in 1 in the middle and use L/B buttons to move stuff around one block
Hope that helps, let me know if it worked for you.
I can confirm this workaround works, but not under every circumstance:
As you can see in my case the island I was trying to reach was in udim 1013, which was outside the grid in mutable. Luckily, since we split the original skeletal mesh in multiple parts, I have udim 1001 free, so I can relocate the island without having any overlap
This means that I end up with this situation:
And now I can use mutable to remove the island. Has the udims 1001 1002, 1003 and 1004 been occupied, I could have moved to 1005, because despite being outside the grid you can put blocks there and it works:
TL;DR this is likely a bug with current mutable, the fix is moving the skm’s UV island in any free udim in the bottom row
Thanks for the help! ![]()




