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 ...
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 ...