Tutorial: Mutable Tutorials

Home page for Mutable tutorials.

https://dev.epicgames.com/community/learning/tutorials/yjw9/unreal-engine-mutable-tutorials

3 Likes

Awesome. A Game Changer!

YouTube

Love the mutable plugin! I have a question about it, would you mind to take a look?
https://forums.unrealengine.com/t/mutable-can-i-dynamically-add-sub-object-to-customizable-object-and-recompile-it/2248348

hello. i crashing when i try to open this sample project. i’m on unreal engine 5.5.1


Assertion failed: Version == 23 [File:D:\build\++UE5\Sync\Engine\Plugins\Mutable\Source\MutableRuntime\Private\MuR\Mesh.cpp] [Line: 1044] 



UnrealEditor_MutableRuntime!mu::Mesh::Unserialise() [D:\build\++UE5\Sync\Engine\Plugins\Mutable\Source\MutableRuntime\Private\MuR\Mesh.cpp:1044]
UnrealEditor_MutableRuntime!mu::Mesh::StaticUnserialise() [D:\build\++UE5\Sync\Engine\Plugins\Mutable\Source\MutableRuntime\Private\MuR\Mesh.cpp:35]
UnrealEditor_MutableRuntime!mu::CodeRunner::FLoadMeshRomTask::Complete() [D:\build\++UE5\Sync\Engine\Plugins\Mutable\Source\MutableRuntime\Private\MuR\CodeRunnerTasked.cpp:2196]
UnrealEditor_MutableRuntime!mu::CodeRunner::Run() [D:\build\++UE5\Sync\Engine\Plugins\Mutable\Source\MutableRuntime\Private\MuR\CodeRunnerTasked.cpp:336]
UnrealEditor_MutableRuntime!mu::CodeRunner::StartRun() [D:\build\++UE5\Sync\Engine\Plugins\Mutable\Source\MutableRuntime\Private\MuR\CodeRunnerTasked.cpp:284]
UnrealEditor_MutableRuntime!mu::System::GetMesh() [D:\build\++UE5\Sync\Engine\Plugins\Mutable\Source\MutableRuntime\Private\MuR\System.cpp:594]
UnrealEditor_CustomizableObject!impl::Task_Mutable_GetMeshes_GetMesh_Loop() [D:\build\++UE5\Sync\Engine\Plugins\Mutable\Source\CustomizableObject\Private\MuCO\CustomizableObjectSystem.cpp:2447]
UnrealEditor_CustomizableObject!impl::Impl::Task_Mutable_GetMeshes() [D:\build\++UE5\Sync\Engine\Plugins\Mutable\Source\CustomizableObject\Private\MuCO\CustomizableObjectSystem.cpp:2552]
UnrealEditor_CustomizableObject!UE::Tasks::Private::TExecutableTaskBase<TUniqueFunction<void __cdecl(void)>,void,void>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:873]
UnrealEditor_CustomizableObject!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:504]
UnrealEditor_CustomizableObject!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1> >'::`13'::<lambda_1>,0>::CallAndMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:267]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:514]
UnrealEditor_Core!`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:75]
UnrealEditor_Core!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]

I can not download the sample project anymore?

Can anyone please check this?

Hey @Ben_Cykyria just removed local content and did a fresh download and created a new project in UE 5.5.1 and it works seamlessly. Maybe it has been a temporary download error?

@M4ttr1xST Thanks! I tried again right now (restarted PC too) and I still get that error.
Seems like it’s some issue with the CDN then, I’ll wait until tomorrow and open a ticket if it still doesn’t work.

so,what the pins list come from?hard code?

You can “Export to pin” and reuse that value later anywhere in the graph with “Import pin…”

An example use case I have in my graph is skin tone. I read the value once and export it, then reuse it multiple times in the graph to adjust texture colors.

Does post process animation blueprint work with mutable? After adding customizableSkeletal it just turns off, also there is no post process in the project from epics at all

(Issue solved by recreating the IKRetargeter asset from scratch. Not a mutable bug.)

@GerardMTE
Mutable is a real beast thanks for making this!

I’m testing Mutable Population in 5.6 and it works a lot better than in 5.5. It’s really amazing.

I encounter an error while cooking. It happens when a CustomizableObjectPopulation asset is referenced in a blueprint:

UATHelper: Cooking (Windows): LogWindows: Error: appError called: Assertion failed: ClassWeights[i].Class->CustomizableObject->IsCompiled() [File:D:\build\++UE5\Sync\Engine\Plugins\Experimental\MutablePopulation\Source\CustomizableObjectPopulation\Private\MuCOP\CustomizableObjectPopulation.cpp] [Line: 95]
UATHelper: Cooking (Windows): LogWindows: Error: begin: stack for UAT
UATHelper: Cooking (Windows): LogWindows: Error: === Critical error: ===
UATHelper: Cooking (Windows): LogWindows: Error:
UATHelper: Cooking (Windows): LogWindows: Error: Assertion failed: ClassWeights[i].Class->CustomizableObject->IsCompiled() [File:D:\build\++UE5\Sync\Engine\Plugins\Experimental\MutablePopulation\Source\CustomizableObjectPopulation\Private\MuCOP\CustomizableObjectPopulation.cpp] [Line: 95]
UATHelper: Cooking (Windows): LogWindows: Error:
UATHelper: Cooking (Windows): LogWindows: Error:
UATHelper: Cooking (Windows): LogWindows: Error:
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffc9aa04018 UnrealEditor-Core.dll!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x0000026f08900608 UnrealEditor-CustomizableObjectPopulation.dll!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffc92202cfd UnrealEditor-UnrealEd.dll!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffc921c6c81 UnrealEditor-UnrealEd.dll!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffc921f7fae UnrealEditor-UnrealEd.dll!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffc921f779d UnrealEditor-UnrealEd.dll!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffc921fc4f4 UnrealEditor-UnrealEd.dll!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffc9220ba24 UnrealEditor-UnrealEd.dll!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffc9220b1ac UnrealEditor-UnrealEd.dll!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffc90e79940 UnrealEditor-UnrealEd.dll!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffc90e3a69a UnrealEditor-UnrealEd.dll!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffc90e56c83 UnrealEditor-UnrealEd.dll!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ff6173c8fa0 UnrealEditor-Cmd.exe!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ff6173be39c UnrealEditor-Cmd.exe!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ff6173be6ba UnrealEditor-Cmd.exe!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ff6173c209e UnrealEditor-Cmd.exe!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ff6173d4e44 UnrealEditor-Cmd.exe!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ff6173d7466 UnrealEditor-Cmd.exe!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error: [Callstack] 0x00007ffd3418e8d7 KERNEL32.DLL!UnknownFunction []
UATHelper: Cooking (Windows): LogWindows: Error:
UATHelper: Cooking (Windows): LogWindows: Error: end: stack for UAT
PackagingResults: Error: appError called: Assertion failed: ClassWeights[i].Class->CustomizableObject->IsCompiled() [File:D:\build\++UE5\Sync\Engine\Plugins\Experimental\MutablePopulation\Source\CustomizableObjectPopulation\Private\MuCOP\CustomizableObjectPopulation.cpp] [Line: 95]
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Assertion failed: ClassWeights[i].Class->CustomizableObject->IsCompiled() [File:D:\build\++UE5\Sync\Engine\Plugins\Experimental\MutablePopulation\Source\CustomizableObjectPopulation\Private\MuCOP\CustomizableObjectPopulation.cpp] [Line: 95]
PackagingResults: Error: [Callstack] 0x00007ffc9aa04018 UnrealEditor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x0000026f08900608 UnrealEditor-CustomizableObjectPopulation.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc92202cfd UnrealEditor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc921c6c81 UnrealEditor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc921f7fae UnrealEditor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc921f779d UnrealEditor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc921fc4f4 UnrealEditor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc9220ba24 UnrealEditor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc9220b1ac UnrealEditor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc90e79940 UnrealEditor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc90e3a69a UnrealEditor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffc90e56c83 UnrealEditor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff6173c8fa0 UnrealEditor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff6173be39c UnrealEditor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff6173be6ba UnrealEditor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff6173c209e UnrealEditor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff6173d4e44 UnrealEditor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff6173d7466 UnrealEditor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffd3418e8d7 KERNEL32.DLL!UnknownFunction []
PackagingResults: Error: end: stack for UAT
UATHelper: Cooking (Windows): Took 9,49s to run UnrealEditor-Cmd.exe, ExitCode=3
UATHelper: Cooking (Windows): Cook failed.

The setup is basically this (if the variable is not set, the error does not occur):

1 Like

Bump, same here!

Were you able to fix this issue? For me, it only works intermittently

No, I’m not using it for the time being and I’m hoping it’ll be fixed in 5.6.1

1 Like

GPU Crash when play with the demo project. im using 9070, 9800X3D, UE5.6.1

[2025.10.22-14.47.10:331][393]LogD3D12RHI: Error: GPU crash detected:
	- Device 0 Removed: DXGI_ERROR_DEVICE_HUNG

[2025.10.22-14.47.10:332][393]LogRHI: Error: Active GPU breadcrumbs:

	Device 0, Pipeline Graphics: (In: 0x803f772f, Out: 0x803f772e)
		(ID: 0x803f771b) [     Active]	Frame 16391
		(ID: 0x803f7721) [     Active]		SceneRender - ViewFamilies
		(ID: 0x803f77fa) [     Active]			RenderGraphExecute - /ViewFamilies
		(ID: 0x803f7723) [   Finished]				UpdateAllPrimitiveSceneInfos
		(ID: 0x803f7724) [   Finished]					Shadow.Virtual.ProcessInvalidations
		(ID: 0x803f772a) [   Finished]				UpdateDistanceFieldAtlas
		(ID: 0x803f772c) [     Active]				Scene
		(ID: 0x803f772d) [     Active]					VisibilityCommands
		(ID: 0x803f772e) [     Active]						HairGuideInterpolation
		(ID: 0x803f772f) [     Active]						NiagaraGpuComputeDispatch
		(ID: 0x803f7731) [Not Started]						HairGuideInterpolation
		(ID: 0x803f7732) [Not Started]					FXSystemPreRender
		(ID: 0x803f77fb) [Not Started]						GPUParticles_PreRender
		(ID: 0x803f77fc) [Not Started]					NiagaraUpdateDrawIndirectBuffers
		(ID: 0x803f7733) [Not Started]					GPUSceneUpdate
		(ID: 0x803f7734) [Not Started]						GPUScene.UploadDynamicPrimitiveShaderDataForView
		(ID: 0x803f7735) [Not Started]							UpdateGPUScene NumPrimitiveDataUploads 3
		(ID: 0x803f7737) [Not Started]					BuildRenderingCommandsDeferred(Culling=On)
		(ID: 0x803f7739) [Not Started]					Shadow.Virtual.ProcessInvalidationsGPU
		(ID: 0x803f773c) [Not Started]					PrePass DDM_AllOpaqueNoVelocity (Forced by Nanite)
		(ID: 0x803f77fd) [Not Started]						ParallelDraw (Index: 0, Num: 1)
		(ID: 0x803f773e) [Not Started]					RenderVelocities
		(ID: 0x803f77fe) [Not Started]						ParallelDraw (Index: 0, Num: 1)
		(ID: 0x803f7740) [Not Started]					Nanite::VisBuffer
		(ID: 0x803f7741) [Not Started]						Nanite::InitContext
		(ID: 0x803f7742) [Not Started]					Nanite::VisBuffer
		(ID: 0x803f7744) [Not Started]						Nanite::DrawGeometry
		(ID: 0x803f7746) [Not Started]							MainPass
		(ID: 0x803f7747) [Not Started]								InstanceCulling
		(ID: 0x803f7748) [Not Started]								NodeAndClusterCull
		(ID: 0x803f7749) [Not Started]								PatchSplit
		(ID: 0x803f774a) [Not Started]							BuildPreviousOccluderHZB
		(ID: 0x803f774b) [Not Started]								BuildHZB
		(ID: 0x803f774c) [Not Started]							PostPass
		(ID: 0x803f774d) [Not Started]								InstanceCulling
		(ID: 0x803f774e) [Not Started]								NodeAndClusterCull
		(ID: 0x803f774f) [Not Started]								PatchSplit
		(ID: 0x803f7750) [Not Started]					NaniteBasePass
		(ID: 0x803f7751) [Not Started]						Nanite::EmitDepthTargets
		(ID: 0x803f7755) [Not Started]					HZB
		(ID: 0x803f7756) [Not Started]						BeginOcclusionTests
		(ID: 0x803f7801) [Not Started]							BeginOcclusionTests
		(ID: 0x803f7802) [Not Started]								ViewOcclusionTests 0
		(ID: 0x803f7803) [Not Started]									ShadowFrustumQueries
		(ID: 0x803f7804) [Not Started]									GroupedQueries
		(ID: 0x803f7805) [Not Started]									IndividualQueries
		(ID: 0x803f7757) [Not Started]					HZB
		(ID: 0x803f7758) [Not Started]						BuildHZB(ViewId=0)
		(ID: 0x803f7759) [Not Started]							BuildHZB
		(ID: 0x803f775a) [Not Started]					ComputeLightGrid
		(ID: 0x803f775b) [Not Started]						CullLights 26x10x32 NumLights 4 NumCaptures 0
		(ID: 0x803f775c) [Not Started]					LightFunctionAtlasGeneration
		(ID: 0x803f775e) [Not Started]					LumenSceneUpdate: 2 card captures 0.031M texels
		(ID: 0x803f7761) [Not Started]						BuildRenderingCommands(Culling=Off)
		(ID: 0x803f7762) [Not Started]						MeshCardCapture Pages:2 Draws:2 Instances:2 Tris:7936
		(ID: 0x803f7763) [Not Started]						MeshCardCapture Pages:2 Draws:2 Instances:2 Tris:7936
		(ID: 0x803f7764) [Not Started]						CopyCardsToSurfaceCache
		(ID: 0x803f776e) [Not Started]					BasePass
		(ID: 0x803f77ff) [Not Started]						ParallelDraw (Index: 0, Num: 1)
		(ID: 0x803f7770) [Not Started]						NaniteBasePass
		(ID: 0x803f7771) [Not Started]							Nanite::BasePass
		(ID: 0x803f7772) [Not Started]								Nanite::ShadeBinning
		(ID: 0x803f7775) [Not Started]						EditorPrimitives
		(ID: 0x803f7777) [Not Started]					Hair
		(ID: 0x803f7778) [Not Started]						HairInterpolation(Strands)
		(ID: 0x803f7779) [Not Started]							HairStrandsClusterCulling
		(ID: 0x803f777a) [Not Started]							HairStrandsInterpolationCurve
		(ID: 0x803f777b) [Not Started]						HairStrandsAABB
		(ID: 0x803f777c) [Not Started]						HairStrandsVoxelization
		(ID: 0x803f777d) [Not Started]							HairStrandsVoxelPageAllocation
		(ID: 0x803f777e) [Not Started]							HairStrandsIndVoxelPageClear
		(ID: 0x803f777f) [Not Started]							HairStrandsVoxelize
		(ID: 0x803f7780) [Not Started]							HairStrandsDensityMipGen
		(ID: 0x803f7782) [Not Started]						HairStrandsVisibility
		(ID: 0x803f7783) [Not Started]							BuildHZB
		(ID: 0x803f7784) [Not Started]					CopyStencilToLightingChannels
		(ID: 0x803f778a) [Not Started]					DiffuseIndirectAndAO
		(ID: 0x803f778b) [Not Started]						LumenScreenProbeGather
		(ID: 0x803f778c) [Not Started]							UpdateRadianceCaches
		(ID: 0x803f778f) [Not Started]					ShadowDepths
		(ID: 0x803f7790) [Not Started]						BuildRenderingCommandsDeferred(Culling=On)
		(ID: 0x803f7791) [Not Started]						FVirtualShadowMapArray::BuildPageAllocation
		(ID: 0x803f7792) [Not Started]							InitializePhysicalPages
		(ID: 0x803f7793) [Not Started]						RenderVirtualShadowMaps(Nanite)
		(ID: 0x803f7796) [Not Started]							Nanite::DrawGeometry
		(ID: 0x803f7797) [Not Started]								MainPass
		(ID: 0x803f7798) [Not Started]									InstanceCulling
		(ID: 0x803f7799) [Not Started]									NodeAndClusterCull
		(ID: 0x803f779a) [Not Started]									PatchSplit
		(ID: 0x803f779b) [Not Started]								BuildPreviousOccluderHZB(VSM)
		(ID: 0x803f779c) [Not Started]								PostPass
		(ID: 0x803f779d) [Not Started]									InstanceCulling
		(ID: 0x803f779e) [Not Started]									NodeAndClusterCull
		(ID: 0x803f779f) [Not Started]									PatchSplit
		(ID: 0x803f77a0) [Not Started]						RenderVirtualShadowMaps(Non-Nanite)
		(ID: 0x803f77a1) [Not Started]							Batched
		(ID: 0x803f77a2) [Not Started]								CullingPasses
		(ID: 0x803f77a3) [Not Started]						FVirtualShadowMapArray::MergeStaticPhysicalPages
		(ID: 0x803f77a4) [Not Started]					Nanite::Readback
		(ID: 0x803f77a6) [Not Started]					RenderDeferredLighting
		(ID: 0x803f77a7) [Not Started]						DiffuseIndirectAndAO
		(ID: 0x803f77a8) [Not Started]							LumenReflections
		(ID: 0x803f77a9) [Not Started]						InitTranslucencyLightingVolumeTextures
		(ID: 0x803f77aa) [Not Started]						Lights
		(ID: 0x803f77ab) [Not Started]							DirectLighting
		(ID: 0x803f77ac) [Not Started]								VirtualShadowMapProjectionMaskBits
		(ID: 0x803f77ad) [Not Started]									HairStrands::TransmittanceMask(OnePass)
		(ID: 0x803f77af) [Not Started]								UnbatchedLights
		(ID: 0x803f77b0) [Not Started]									UEDPIE_0_Lobby.Light_Key
		(ID: 0x803f77b2) [Not Started]									UEDPIE_0_Lobby.Light_Rim
		(ID: 0x803f77b4) [Not Started]									UEDPIE_0_Lobby.Light_Rim2
		(ID: 0x803f77b6) [Not Started]									UEDPIE_0_Lobby.Light_Fill
		(ID: 0x803f77b8) [Not Started]									UnbatchedLights(Hair)
		(ID: 0x803f77b9) [Not Started]										UEDPIE_0_Lobby.Light_Key
		(ID: 0x803f77bb) [Not Started]											StandardDeferredLighting_Hair
		(ID: 0x803f77bc) [Not Started]										UEDPIE_0_Lobby.Light_Rim
		(ID: 0x803f77be) [Not Started]											StandardDeferredLighting_Hair
		(ID: 0x803f77bf) [Not Started]										UEDPIE_0_Lobby.Light_Rim2
		(ID: 0x803f77c1) [Not Started]											StandardDeferredLighting_Hair
		(ID: 0x803f77c2) [Not Started]										UEDPIE_0_Lobby.Light_Fill
		(ID: 0x803f77c4) [Not Started]											StandardDeferredLighting_Hair
		(ID: 0x803f77c5) [Not Started]						TranslucencyLightingVolume
		(ID: 0x803f77c6) [Not Started]							InjectTranslucencyLightingVolume(View=0)
		(ID: 0x803f77c8) [Not Started]							FilterTranslucentVolume 64x64x64 Cascades:2
		(ID: 0x803f77c9) [Not Started]						DiffuseIndirectAndAO
		(ID: 0x803f77cb) [Not Started]						SubsurfaceScattering(ViewId=0)
		(ID: 0x803f77cc) [Not Started]							SubsurfaceScattering
		(ID: 0x803f77ce) [Not Started]					TemporalSuperResolution
		(ID: 0x803f77d0) [Not Started]					PostRenderOpsFX
		(ID: 0x803f77d1) [Not Started]						FXSystemPostRenderOpaque
		(ID: 0x803f7800) [Not Started]							GPUParticles_PostRenderOpaque
		(ID: 0x803f77d2) [Not Started]					Translucency
		(ID: 0x803f77d4) [Not Started]						RenderTranslucency
		(ID: 0x803f7806) [Not Started]							ParallelDraw (Index: 0, Num: 1)
		(ID: 0x803f77d8) [Not Started]						HairRendering
		(ID: 0x803f77d9) [Not Started]							HairStrandsComposition
		(ID: 0x803f77e0) [Not Started]					PostProcessing
		(ID: 0x803f77e1) [Not Started]						TemporalSuperResolution(sg.AntiAliasingQuality=3) 1622x618 -> 1942x740
		(ID: 0x803f77e2) [Not Started]						LocalExposure
		(ID: 0x803f77e3) [Not Started]						TextureDownsampleChain
		(ID: 0x803f77e4) [Not Started]						LocalExposure - Blurred Luminance
		(ID: 0x803f77e5) [Not Started]						Debug Drawing
		(ID: 0x803f77e6) [Not Started]							ShaderPrint::DrawView
		(ID: 0x803f77e7) [Not Started]					VirtualTextureUpdate
		(ID: 0x803f77e8) [Not Started]					Submit Lumen surface cache feedback
		(ID: 0x803f780a) [Not Started]		RenderGraphExecute - Slate
		(ID: 0x803f7807) [Not Started]			SlateUI Title = MutableSample - Unreal Editor
		(ID: 0x803f780b) [Not Started]				Slate Material: /Game/UI/DynamicallyGeneratedGUI_DGGUI/Materials/M_UIBackground.M_UIBackground
		(ID: 0x803f780c) [Not Started]				Slate Material: MID_MI_ObjectSelectorImage_0
		(ID: 0x803f780d) [Not Started]				Slate Material: MID_MI_ObjectSelectorImage_0
		(ID: 0x803f780e) [Not Started]				Slate Material: MID_MI_ObjectSelectorImage_0
		(ID: 0x803f780f) [Not Started]				Slate Material: MID_MI_DefaultSlider_219
		(ID: 0x803f7810) [Not Started]				Slate Material: MID_MI_DefaultSlider_237
		(ID: 0x803f7811) [Not Started]				Slate Material: MID_MI_DefaultSlider_210
		(ID: 0x803f7812) [Not Started]				Slate Material: MID_MI_DefaultSlider_222
		(ID: 0x803f7813) [Not Started]				Slate Material: MID_MI_DefaultSlider_213
		(ID: 0x803f7814) [Not Started]				Slate Material: MID_MI_DefaultSlider_216
		(ID: 0x803f7815) [Not Started]				Slate Material: MID_MI_DefaultSlider_228
		(ID: 0x803f7816) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f7817) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f7818) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f7819) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f781a) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f781b) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f781c) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f781d) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f781e) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f781f) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f7820) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f7821) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f7822) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f7823) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f7824) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f7825) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f7826) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f7827) [Not Started]				Slate Material: MID_M_CheckboxImageMask_0
		(ID: 0x803f782e) [Not Started]		RenderGraphExecute - UpdateAllPrimitiveSceneInfos
		(ID: 0x803f7828) [Not Started]			UpdateAllPrimitiveSceneInfos
		(ID: 0x803f7832) [Not Started]	BufferPoolCopyOps
		(ID: 0x803f7833) [Not Started]	TexturePoolCopyOps
		(ID: 0x803f782f) [Not Started]	Frame 16392
		(ID: 0x803f7830) [Not Started]		WorldTick
		(ID: 0x803f7831) [Not Started]		WorldTick
		(ID: 0x803f7834) [Not Started]		SendAllEndOfFrameUpdates

	Device 0, Pipeline AsyncCompute: (In: 0x803f7753, Out: 0x803f7732)
		(ID: 0x803f771b) [     Active]	Frame 16391
		(ID: 0x803f7721) [     Active]		SceneRender - ViewFamilies
		(ID: 0x803f77fa) [     Active]			RenderGraphExecute - /ViewFamilies
		(ID: 0x803f772c) [     Active]				Scene
		(ID: 0x803f7732) [     Active]					FXSystemPreRender
		(ID: 0x803f7752) [     Active]					PrepareImageBasedVRS
		(ID: 0x803f7753) [     Active]						ContrastAdaptiveShading
		(ID: 0x803f7766) [Not Started]					LumenSceneLighting
		(ID: 0x803f7767) [Not Started]						BuildCardUpdateContext
		(ID: 0x803f7768) [Not Started]						DirectLighting
		(ID: 0x803f7769) [Not Started]							CullTiles 4 lights
		(ID: 0x803f776a) [Not Started]							Light Attenuation ShadowMask
		(ID: 0x803f776b) [Not Started]							Offscreen shadows
		(ID: 0x803f776c) [Not Started]							Lights
		(ID: 0x803f776d) [Not Started]						Radiosity
		(ID: 0x803f778a) [Not Started]					DiffuseIndirectAndAO
		(ID: 0x803f778b) [Not Started]						LumenScreenProbeGather
		(ID: 0x803f778c) [Not Started]							UpdateRadianceCaches
		(ID: 0x803f778d) [Not Started]							Integrate
		(ID: 0x803f778e) [Not Started]						TranslucencyVolumeLighting
		(ID: 0x803f77e0) [Not Started]					PostProcessing
		(ID: 0x803f77e1) [Not Started]						TemporalSuperResolution(sg.AntiAliasingQuality=3) 1622x618 -> 1942x740
		(ID: 0x803f780a) [Not Started]		RenderGraphExecute - Slate
		(ID: 0x803f782e) [Not Started]		RenderGraphExecute - UpdateAllPrimitiveSceneInfos
		(ID: 0x803f7832) [Not Started]	BufferPoolCopyOps
		(ID: 0x803f7833) [Not Started]	TexturePoolCopyOps

[2025.10.22-14.47.10:332][393]LogD3D12RHI: Error: DRED: No breadcrumb head found.
[2025.10.22-14.47.10:332][393]LogD3D12RHI: Error: DRED: No PageFault data.
[2025.10.22-14.47.10:332][393]LogD3D12RHI: Error: Video Memory Stats from frame ID 16665:
[2025.10.22-14.47.10:332][393]LogD3D12RHI: Error: 	Local Budget:	15427.90 MB
[2025.10.22-14.47.10:332][393]LogD3D12RHI: Error: 	Local Used:	7073.65 MB
[2025.10.22-14.47.10:332][393]LogD3D12RHI: Error: 	System Budget:	23354.62 MB
[2025.10.22-14.47.10:332][393]LogD3D12RHI: Error: 	System Used:	  17.30 MB
[2025.10.22-14.47.10:332][393]LogD3D12RHI: Error: Shader diagnostic messages and asserts:

	Device: 0, Queue 3D:
		No shader diagnostics found for this queue.

	Device: 0, Queue Copy:
		No shader diagnostics found for this queue.

	Device: 0, Queue Compute:
		No shader diagnostics found for this queue.

Hello! After updating to Unreal Engine 5.7, this error appeared. Could you please tell me which node chain I should use to make everything work as it did before?

Hi everyone,

I’m working on an open-world project with a large number of customizable NPCs, and I’m currently running into a serious memory issue when compiling my Customizable Object.

My current setup is:

  • All of my characters use the same Skeleton.

  • I have one base Skeletal Mesh.

  • The base mesh has around 150 Morph Targets, where each Morph Target represents a different character/body shape. For example, activating the “Laura” Morph Target transforms the base body into Laura’s proportions and appearance.

  • On top of the body, I use Mutable Child Objects for clothing, hair, accessories, and other appearance variations.

  • I have hundreds of these Child Objects available across the different categories.

  • At runtime, I use a single Customizable Object and create a separate Customizable Object Instance for each NPC, selecting the appropriate character Morph Target and the desired clothing/accessories.

The problem is the compilation of the Customizable Object itself.

When I compile it, Unreal/Mutable can consume more than 128 GB of system RAM. In some cases the machine gets extremely close to running out of memory.

I’m not sure what is causing the memory usage to become so high.

Initially I suspected the ~150 Morph Targets, but I also have hundreds of Child Objects containing different meshes, materials, LODs, and appearance variations, so I’m wondering if the large number of Child Objects or the combination of Morph Targets and Child Objects could be causing a combinatorial explosion during compilation.

My main questions are:

  1. Is this architecture appropriate for an open-world game with many NPCs?

  2. Is having hundreds of Child Objects inside a single Customizable Object expected to cause very high compilation memory usage?

  3. Are there recommended ways to structure/split the Customizable Object to avoid this problem while still allowing all NPCs to share the same system?

  4. Does Mutable have any specific recommendations for handling a large number of character variations using Morph Targets?

  5. Is there a way to identify which part of the Customizable Object is responsible for the majority of the compilation memory usage?

  6. Once the Customizable Object is compiled, should the number of runtime instances/NPCs be mostly independent from the large memory spike I’m seeing during compilation?

I would prefer to keep a single shared Customizable Object if possible, since all characters use the same base mesh and Skeleton and the NPCs only differ through their body shape and appearance configuration.

Any advice on how Mutable is intended to handle this kind of large-scale NPC setup would be greatly appreciated.