FCustomizableInstanceDetails::FillChildrenMap() unconditionally registers parent-child relationships via __ParentParamName metadata without verifying the parent exists in the active parameter list. ...
Using the mesh reshape node with seperate meshes produces a broken mesh. An example project: Most if not all clothes will be originally made to fit the Average Male body. I'm trying to morph a tu ...
Issue: If "Resizable" Layout Strategy contains a block, it will influence the "Overlay" Layout Strategy. Expected behavior: When using "Overlay" Layout Strategy, it should disregard whatever the "R ...
Currently this workflow fails to generate in mutable, but using static paramters for textures do work. ...
With the standard non-passthrough flow you set the AnimBP on the SkeletalMesh node itself. With the passthrough SkeletalMeshComponent node I see no place to set the AnimBP. While I can set this manu ...
Testing the new dataless Mutable workflow in Unreal Engine 5.7. When replacing the old Skeletal Mesh node with the new Skeletal Mesh Parameter node, the cloth simulation stops working. ...
I’m encountering an issue when working with Mutable/Customizable Objects in combination with Modular Gameplay Features (MGF). Expected: Child Customizable Objects that are located inside a disable ...
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 ...
I am getting a CO compile to hang indefinitely while compiling. It seems to be caused by the optimization in LocalLogicOptimiserAST that tries to convert 3+ conditionals into a switch statement. It ...