When using the Material Switch node in Mutable (UE5.8), I do not seem to get pins to wire in my Materials to switch between. Other switch nodes like Mesh Switch seem to work fine. ...
Encountering an issue since we updated to UE5.8 where characters whose cloth mesh sections have vertices culled will cause mesh degradation in editor and crashes in packaged builds. There are two i ...
When a Mutable mesh instance is created while the actor spawns at a distance, only the low LODs are generated, and the mesh is created with no Morph Targets registered. Later, when the camera approa ...
When creating a Mutable setup with nested Child COs, COIs can result with Editor-Only references, which will cause the COI not appear in the build manifest and the appearance to now spawn in game. ...
Crash when working with Dataless Mutable content. When selecting meshes in the instance, there is a crash in RegenerateImportedModels. ...
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 An example project: Most if not all clothes will be originally made to fit the Average Male body.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 ...