Using Table nodes in Mutable causes non-fatal errors during cooked automation test process

Howdy!

We are leveraging Table nodes for structs and data tables in Mutable to supply meshes and materials to our CO graphs. This works fine, but we ran into errors with our automated validation tests after cooking.

14:22:52 LogAutomationController: Error: LogStreaming: CreateExport: /Game/Art/Human_Mutable/CO_Human_Ref (0x50190ED4981DC19E) /Game/Art/Human_Mutable/CO_Human_Ref (0x50190ED4981DC19E) - Could not find class object (0x26D64AA2F31926F - ‘None’) for CustomizableObjectNodeTableMeshPinData_0 [log]

Export Details - Index: 0x1, Super: ‘null’, Template: ‘null’, LoadFailed: true, Filtered: false (None), FoundInMemory: false

It appears that the “CustomizableObjectEditor” module is set to UncookedOnly. So these nodes are stripped out and trip the errors above in a build. From the Mutable documentation: “At runtime, Mutable does not use the source graph of the Customizable Objects. Instead, it converts this graph into a more efficient representation and removes it from the asset, like Blueprints or Materials.” It sounds like it’s intended that the graph be not relevant for cook time, but seems like it’s still tripping errors.

Despite the errors, our Mutable BPs still work solidly with no crashes. However, our validation tests have recently begun flagging this asset and failing submissions, so that’s what we face now.

Is there a suggestion to work around this? Is this error expected and should we just add exceptions for it? Data tables are what we’d like to leverage for organizing our COs and extending them, so being unable to use that node would set us back a bit.

Steps to Reproduce
Place a table node using Data Table and/or Struct + Asset Registry into a CO.

Create a CO instance, and plug that into a Mutable object in a BP.

Utilize that BP in an automated test. (We use a PlayerCharacterReady test that just loads the player BP where our Mutable mesh lives)

Build, cook, and run the test.

Hey there,

There’s a change that we can try that marks the customizable object graph from being exported.

I mainline this is 44036780 or from github it would be:

https://github.com/EpicGames/UnrealEngine/commit/0666590c523b8f3833e21d6fb6015e844a9cb914

Dustin

Yep, this fix is coming with 5.7.

Dustin

Thanks Dustin. Our team independently arrived at the same conclusion yesterday and we’re glad to have your confirmation. The errors are gone and our tests are passing once again.

I would strongly recommend including this change in the next hotfix patch.