Basic Concepts - anticto/Mutable-Documentation GitHub Wiki

Assets and Actors

Mutable-Basic

The diagram above shows the different concepts used for character customization and their relation. The system main concepts are CustomizableObject assets, CustomizableObjectInstance assets, and Unreal Actors with special components using these assets.

Customizable Object

This is a new type of asset added to Unreal Engine. It represents an object that can be customized. It includes all the possible variations that can be applied to it, and defines the parameters that can be controlled at run-time (by the player or by game code), and how they affect the final objects.

You can create CustomizableObjects from the Content Browser Add New menu:

Parameters

A Customizable Object will define several parameters. The parameters are what the game or application (so probably the player) will be able to modify at runtime. There are several types of parameters, and they can be created by several nodes:

  • Slider parameters: numeric parameters with decimals, ranging between 0.0 and 1.0. These are usually created explicitly by a Float Parameter , and used for continuous effects like texture effects, or mesh morphs.
  • Enumeration parameters: they represent an option in a predefined set of options. These may be created by Object Group , to select a child object, or by the Enum Parameter , to choose one option of one or multiple Switch .
  • Checkbox parameters: they only have two possibilities (enabled or disabled). These are created by Object Group when the group type is "Toggle Each".
  • Color parameters: they represent a color with alpha channel, in essence a vector of four numeric decimals, ranging between 0.0 and 1.0. These are created by the Color Parameter .
  • Projector parameters: they represent a projector with a position that will be modified at runtime. They are created with the Projector Parameter .

Customizable Object Instance

This is a new type of asset added to Unreal Engine. It represents an instance of a CustomizableObject: a set of parameter values to apply to a CustomizableObject in order to obtain a "customized" object. For instance, if you have a CustomizableObject for Bandits, each unique bandit you want to create from it will be a CustomizableObjectInstance.

To create an instance asset from a Customizable Object, you can right-click the Customizable Object in the Content Browser and select 'Create New Instance'.

Editors

Customizable Object Editor

There is a special tool called Customizable Object Editor inside the Unreal Editor to show and edit this kind of asset.

To open it, just double-click on any CustomizableObject asset in the Content Browser.

The main UI of the editor looks like this:

The main panels of this interface are:

  • Source Graph : It contains the diagram of nodes that define this CustomizableObject structure, including its LODs, mesh sections, meshes, textures, parameters and effects that connect them all.
  • Object Properties : This panel has the general properties of the object.
  • Node Properties : When a node is selected in the //Source Graph// its properties are displayed here.
  • Preview Instance Viewport : When an objects is open and compiled, this panel will show the 3D preview.
  • Preview Instance Parameters : This panel shows the current parameters for the preview object. They can be directly modified here. It can also "Bake" the current instance into a set of standard Unreal Engine assets. See this article for details on baking objects .

The editor contains its own tool bar with the following elements:

  • Save Saves the current object.
  • Compile Compile the current object with all of its children and update the preview. This is necessary to reflect changes in the graph. Find out more about the compilation options in the Performance Tuning documentation.
  • Compile Only Selected Compile the current object, and only the children that are currently in use in the preview. This is useful for faster iteration when the customizable object is very big.
  • Texture Memory Analyzer: Opens a tool panel that will show the resulting textures of the preview object and details like final size, format and memory usage.
  • Performance Analyzer: This button will open a tool that let's you benchmark the current object by generating many random instances and showing many relevant metrics like triangle count or generation time.

Customizable Object Instance Editor

This is the editor used to view and modify CustomizableObjectInstances. It has only two panels that mimic the Preview panels in the Customizable Object Editor above.

Object Hierarchy

Objects

Mutable organizes each Customizable Object in a hierarchy of objects. Each object has a root node which other nodes can be connected to. These nodes represent components, meshes, materials, textures, parameters... Any object can have any number of child objects. A children can:

  • add new meshes and mesh sections to the final object
  • extend a mesh already present in another object
  • remove part of the mesh in another object
  • patch the textures of a material in another object
  • activate user-defined Tags that can be used in sibling objects to apply different effects.

At the same time, child objects can have their own child objects in an unlimited hierarchy.

Groups

The children of an object can be organized in Groups. The Groups define the logic between the object and its parent in regard of how are the children activated. For instance, all t-shirt children can be grouped with an object parameter that only lets the users select one of them at a time or none.

Two child objects connected through a Group:

Each Group has a Group Type which can be one of the followings:

  • Toggle: the child objects appear as toggleable options.
  • At least one Option: a single child object has to be selected.
  • None or One: a single child object can be selected.
  • All options: all the objects child objects are active all the time. Behaves as if the children where connected directly to the parent.

Components

A single CustomizableObject can generate multiple Actor Components. Parameters can affect multiple components at the same time but also can conditionally enable them. To create multiple components see existing components nodes.

Reference Skeletal Mesh

Mesh Component nodes have a property called Reference Skeletal Mesh. This is a standard Unreal Engine SkeletalMesh and it is used for several reasons:

  • All the SkeletalMeshes generated for this component in CustomizableObject instances will use the Reference Skeletal Mesh properties for everything that Mutable doesn't create or modify. This includes data like LOD distances, Physics properties, Bounding Volumes, Skeleton, etc.
  • While a CustomizableObject instance is being created for the first time, and in some situation with lots of objects this may require some seconds, the Reference Skeletal Mesh is used for each Actor Commponent. This works as a better solution than the alternative of not showing anything, although this can be disabled with the function "SetReplaceDiscardedWithReferenceMeshEnabled" from the class CustomizableObjectSystem (See the C++ section on how to call the CustomizableObjectSystem).

For this reason, projects usually use a simple or generic SkeletalMesh as ReferenceSkeletalMesh. One good option is to replace the Reference Skeletal Mesh with a Baked Skeletal Mesh generated in the editor, with the desired //generic// appearance. See this section for more information.

Multiple Assets

A big CustomizableObject can be split into several assets. This is very important when multiple users work in the same data and also for version control. There are 2 features to assist with this:

  • Child Objects can select as parent an Object Group in a different asset, instead of directly connecting them in a graph. See the Object Group and Child Object node reference for details.
  • There are special diagram nodes to export and import connections from the graph in other assets.

This is useful for editor data, but it has nothing to do with data streaming in packaged games. Data streaming for packaged games will happen regardless of whether the CustomizableObject is split into multiple assets or not.

Object Interactions

Mutable has several features to handle object interactions. The most basic one is the Object Groups, which create instance parameters that select only one child object from a set, so it is not possible to add more than one of them. An example of this is a group for character hats, that will let you select one hat or none, but never two hats.

Additionally, Mutable has a system to create different variations of an object based on what other objects are added to an instance. For example, you may have a character with several hair styles, and optionally hats. You may want to create variations for some of the hairstyles to be used when a type of hat is also present in the character. You can use the Mesh Section Variations and other Variation nodes for this.

Another example of object interaction is the selective removal of mesh fragments of one object using modifiers that exist in another object.

These two types of object interactions use the Tag system. You can define your own Tags and they are enabled when an object is active in an instance. The Mesh Section Node is the place where you can add the tags which are just text labels. Then, there are several nodes that will act differently based on what tags are enabled in a particular instance, like the Mesh Section Variation node, or the Clip Mesh With Mesh Modifier node.

Texture Layouts

Mutable can merge meshes and mesh sections from several objects into a single mesh. It can also remove mesh fragments from existing meshes. When doing this, it will modify the texture UV layouts to optimize memory usage, and minimize rendering commands. Mutable will do this automatically by default, but manual finer-grained control of how it works is available through several properties in the Skeletal Mesh Node and the Table Node . Examples and more details can be found in the Texture Layout page.

States

States are a feature of Mutable which allow to optimize the instances updates. Object state optimization is optional, and means that you can have several "states" in your character, and each state is optimized for the changing of some customization parts and not others. Ex: One state can be optimized for face changes, another state for body changes, another state for tattoos and another for only the things that can change during gameplay. Using states means that the character update time can be much faster when only changing the parameters that are optimized in the state that is selected for the character. A State represents a specific use case in the game (like in-game, cloth customization, facial customization, etc.) and can be configured with a set of parameters that Mutable is going to have ready for modification. See the States page for more information.

Streaming

Mutable data streaming is very important for memory usage reduction. A customizable character may have hundreds of options and customization parts. Without data streaming they would have to be loaded from disk to memory all at the same time and they would use many GBs of RAM and it would take a long time. With Mutable data streaming only the parts that are actually being used are loaded to memory, greatly reducing memory consumption and load times. In addition, when a part is no longer used it is unloaded.