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.