When using a mesh variation node within a macro instance script, the material slot name of the input mesh is not transferred. On the generated mesh output, the material slot name is "None" ...
We are using Mutable and right now we can't overwrite already baked SK instances. This occurs when, we have a set variation for a character and we address a feedback on one of the used skeletal mesh ...
The morph functionality fails to change when the skinned mesh contains more than one UV channel in a Customizable Object. ...
We are attempting to use Mutable in 5.6.1 and have encountered an issue which we are not sure how to resolve. The issue occurs when using the ClipWithUVMask node. In short we have a customizable o ...
In 5.6, a handful of new entries in `FCustomizableObjectCustomVersion` were added, including `SetDisplayNamePropertyAsPinNameOfTableNodes`. Looking back at the history, `SetDisplayNamePropertyAsPinN ...
When we switched our project to 5.6.1 This error appeared on build. The compilation of the Mutable assets in the editor is not reporting any issue. ...
Hi, We are trying to use Mutable plugin to avoid clipping using the RemoveMeshNode with data from DataTables. However we are having trouble with the most basic example of our idea. We have a Data ...
So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...
Context: The Mutable plugin has a modifier node called Clip Mesh With Mesh that allows Static Mesh modifiers to be assigned as the clip mesh. Under certain circumstances, an assert can be triggered ...
I'm trying to use VFX in specific regions on a character and would normally use sampling regions to do it easily, however the mutable mesh that is generated doesn't seem to be creating any of the on ...