This tutorial explains what to do when you don’t get the results you want while using Mutable.
https://dev.epicgames.com/community/learning/tutorials/W47B/unreal-engine-mutable-troubleshooting
Hi @GerardMTE and thank you for the tutorials.
The tutorial [6] suggests to attach the [Clip Mesh with Plane and Morph] node to a bone.
The screenshot shows a “Bone Name” dropdown selector. However, in the example project it doesn’t have the option to select a specific bone.
To replicate,
- Open CO_RemoveUnseen_showcase
- Select the Left or Right boot Clip
- You will see a “Reference Skeleton Component” with the value 0
UE 5.5.1
Attached two screenshots, one from the guide, the other from the sample project.
Tried to set the value to -1 and back to 0, didn’t help to get that dropdown box. The parent ref sk mesh is set correctly.
Worth to mention, the DGGUI part of the Mutable Sample Project is great. I enjoy using it as source to learn from, but I seemingly can’t find a tutorial about it, and it makes things difficult to look up. The complete structure of getting values and setting new dynamic fields is a little unclear, and I would like to ask if there are plans on a tutorial for DGGUI? Thanks!
Hi @GerardMTE and @Jynxx_1!
I’m wondering if there’s any way to bake arbitrary skeletal meshes with totally different skeleton assets being “socketed” to each other. I was working on a workflow to bake different weapon parts. It seems that the system works perfectly when sharing the same skeleton assets between parts. Now, I’ve tried to implement the customizable object via blueprints, and it doesn’t keep the different skeletal meshes in their “socket” location. Instead, it kind of “merges” all roots at the same place (which makes sense). However, I find this a bit restraining since it limits where the weapon addons can be added.
I.E. Certain weapon body parts can be morphologically different, so the picatinny rail is not always in the same position. Scopes should be perfectly aligned via sockets to the new picatinny rail location. In the provided example, the picatinny rail is always in the same position.
For the sake of clarity, I’m using bones as socket points.
I suspect there’s more complexity involved, but I’d appreciate any guidance or just a tip on how I could approach this issue.
Great plugin, by the way!