I’m trying to get a skirt mesh wot work with Mutable with its own ABP. It works . . . sort of. If I switch to the skirt, the template links properly, but it won’t evaluate unless I re-compile either the template or the main ABP. Obviously, this “jiggle the handle” solution isn’t a shippable solution. Is it a bug in Unreal or an issue with my setup?
There isn’t an issue with your setup, in my opinion. There is an issue we’ve been tracking for these types of nodes that map directly to specific bones in compatible skeletons (which we generate from Mutable). This is the parent issue: https://issues.unrealengine.com/issue/UE-160697, which is currently backlogged. I’m looking to see if there is a code adjustment to help you address this. You have two immediate options that would get you a workaround, but neither fulfills the promise of what you’re looking to do.
Build a reference mesh that has all possible bones in it for your mutable character and use that to build your animbps from.
Move your nodes to the main graph built from the layered graph that they are referenced on. This will show a warning that the bones you have selected aren’t in the current skeleton.