Saving Mutable Preset : parameters or instances?

SoRelaxMax
Thu, 10 Jul 2025 15:25:41 +0000
Plugins

Hello there,

Been working on a sizeable Mutable customization framework from the Mutable plugin in 5.6.

I am now hitting the moment where persistency and saving presets is required for the project. I see two schools at first glance where the Epic documentation says

" If the Customizable Object changes it may be one of the following:

A new parameter is added. In which case, not having it would set it to the default value in the Customizable Object, which should be set to something reasonable.

A parameter is removed. No problem here, only some useless data to be removed.

A parameter changes name. The CustomizableO bject parameters have a UID that can be used to be able to adapt data in this case.

The values of an enum parameter change. This is similar to a parameter change, since there are UIDs for each of the possible values that can be used to match the new object.

Most projects choose to implement their own data structures and storage to implement this description, and they feed it to Customizable Object Instances from game code, but for in-editor creation the Customizable Object Instance asset handles the parameters in this way."

Which leads me to think it is possible to make Customizable Object Instances persistent ? When I kill PIE and start again the properly working saved and loaded instance now shows up as an “Unknown class” in debugging the save game file (so long as game instance is running it works alright.

Is there more documentation on this ?

Is the custom data parameters approach the only go to ? the wording seems open in the documentation.
I would be grateful if someone has dabbled with it or some knowledge I am not aware of.

Thank you for your time!
Wilson

3 posts - 2 participants