Node Skeletal Mesh - anticto/Mutable-Documentation GitHub Wiki
Function
Get access to the mesh sections (also known as material slots) of a skeletal mesh asset and to each of the sections material's parameters.
Use Cases
Define a character body to use in further modifications, like the basic player character before any customization. Add a cloth piece, like a helmet. Define a remove or a clip mesh volume, like removing the scalp geometry when the character wears a helmet.
Node Properties
Skeletal Mesh: Skeletal mesh asset to expose to the graph.
Anim Instance : This is metadata that will be attached to this skeletal mesh node. If a generated CustomizableObjectInstance/skeletal mesh ends up using this skeletal mesh, it will also have this anim instance metadata. It will be possible to query the present anim instances in the CO Instance via the Mutable API (grouped by component and AnimBlueprintSlot, the next property). The anim instance will not be automatically applied to the generated CustomizableObjectInstance/skeletal mesh, it will have to be done manually by the programmer possibly in the Instance Generated Callback.
Anim Blueprint Slot Name : This is metadata that will be attached to this skeletal mesh node and associated with the Anim Instance property above to be able to tag it for different animation uses. For example, it could be used to indicate that the Anim Instance above is to be used as a Head Anim BP.
Animation Gameplay Tags : This is metadata that will be attached to this skeletal mesh node in the form of tags. If a generated CustomizableObjectInstance/skeletal mesh ends up using this skeletal mesh, it will also have these tags. It will be possible to query them via the Mutable API (NOT grouped by component and AnimBlueprintSlot). They can be used to indicate that certain variables or features should be enabled/disabled in the anim instances. For example, if the generated character equips a physically-simulated cape, it can be used to indicate that physical simulation should be enabled in the character's anim instance. If the cape is not equipped, the tag won't be present and the physical simulation should be disabled for performance reasons.
Real Time Morph Targets : Data relevant for the use of real-time morph targets in the generated instances. See this section for details.
Layout Editor: Provides all the properties to manage the UV layouts used for textures. See the section UV Layouts Properties for details.
Pins: Control what output pins are shown in the graph node. This is necessary to prevent big assets with lots of sections and LODs from creating unmanageable nodes.
Output Pins
(material name) Mesh: The mesh section of the chosen skeletal mesh. One pin appears for each material slot in the mesh for each LOD in which it is active.
(material channel name): The texture in this material channel of the specified mesh. One pin appears under the corresponding mesh material slot for each channel if that LOD has Show Texture Pins on Node active.