Tutorial: Mutable Tutorials

Home page for Mutable tutorials.

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

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Awesome. A Game Changer!

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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