Heloo,
I’ve been experimenting with Mutable a little bit, and I might have incurred in a roadblock, either because what I’m trying to do is not yet supported or because I’m missing how to handle this.
I have a Customizable Character that works just fine, but the hairstyles are not Grooms like in the Sample Project, but Skeletal Meshes with unique rigs as to simulate physics in specific ways. Think of them as “tails”, same concept.
Main issue is that, since they each have their own unique skeleton, I can’t simply use the “add to mesh component” node into a shared “Hair” component. However, if I maintain each Mesh Component separate, each time I switch from one hairstyle to another, the Component Name changes accordingly, hence I can’t easily tag a skeletal mesh to have the customizable hairstyle.
There might be a roundabout way to do this in C++, but this seems quite limiting for no particular reason.
While I’m here, I’d also like to ask if there’s a roadmap for Mutable. My 2 cents is that it’d be good to be able to also attach Mesh Components to specific bones / sockets, as you might want to add static meshes that don’t need a skeleton to begin with or as with my case, that have different, unique rigs.