Unable to use Deformer Graph OR enable Recompute Tangents on Mutable plugin skeletal mesh

Hi there,

I am using the Mutable plugin and it’s great, however as part of my setup I am using morph targets to deform my base Skeletal Mesh, and as a result the normals are breaking from the deformation.

Usually to fix this on a Skeletal Mesh I would apply a Deformer Graph from the Deformer Graph plugin, or enable Recompute Tangents for the LOD mesh section (both techniques are mentioned here: Skeletal Mesh Rendering Paths in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community )… however with Mutable there doesn’t seem to be any way to either use a Deformer Graph or enable Recompute Tangents on the Skeletal Mesh that is generated.

Even when those options are applied to the source Skeletal Mesh asset that Mutable ingests, those settings don’t carry forward into the transient generated Skeletal Mesh on Customizable Skeletal Component in our actor.

Since we’re doing quite large deformations with the morph targets as part of the customization process, this is currently a bit of a show stopper for us.

If there’s anything else I can try to get the deformed mesh’s normals recalculated properly, please advise!

Ultimately the ideal situation would be to be able to apply a Deformation Graph to the Mutable-generated Skeletal Mesh asset generated by the Customizable Skeletal Component.

Cheers