Node Mesh Component - anticto/Mutable-Documentation GitHub Wiki

Function

Represents a Skeletal Mesh Component with a Mutable generated Skeletal Mesh.

Mutable will automatically populate Skeletal Meshes in existing Skeletal Mesh Components if they are tagged with a UCustomizableSkeletalComponent or a UCustomizableObjectInstanceUsage. Here you can see an example UActor Blueprint configuration:

Node Properties

  • Component Name: Unique name of the component. Gameplay code will reference this name.
  • Reference Skeletal Mesh: See Reference Skeletal Mesh section.
  • Num LODs: How many LODs the generated Skeletal Mesh will have. See Auto LOD Strategy below.
  • Auto LOD Strategy:
    • Only manually created LODs: Only LOD with connections will appear in the generated Skeletal.
    • Automatic from mesh: Automatically populates lower resolution LODs. See Automatic from mesh section.
    • Inherit from parent component: Invalid. Only valid in Add To Mesh Component nodes.
  • Bones To Remove: Per LOD, remove bones. It transfer the removed bones skin weights to their parent bone.

Automatic from mesh

This Auto LOD Strategy automatically generates lower resolution LODs using those found in connected Skeletal Mesh nodes. Here is an example of what this setup would be equivalent to:

Notice that Skeletal Mesh LODs 0-3 are not used due to being higher resolution than the initially connected LOD (LOD 4). Also Mesh Component LOD 4 is not automatically connected since there are no more Skeletal Mesh LODs available.

Input Pins

  • LOD n: Adds all connected Mesh Sections to the component's n LOD.

Output Pins

  • Component: If connected, activates this node. The activation can be conditionally using Switch, Variation, and Group nodes.