quick and to the point, amazing tutorial Poly!, cant wait for you to add this to your Survival FPS Remastered Course, it would elevate the course x100!
May we request a future tutorial on how mutable can be used to swap out cloth meshes instead of just making them booleans? Or do you just make an enum of different meshes and then a switch on enum with all their respective booleans?
Is it possible to use the Mutable Character Customization similar like a character creator just at the beginning in MMOs ? For example change different heads, hairstyles or bodytypes.
How can I put the instance parameters; boots, pants, jackets, etc. in the details panel so I don't need to pull up a widget each time? When I check the cloth options in the New Customizable Object under instance parameters, and then click play on the main screen, there is still nothing but the shorts on the character.
I've been playing around with mutable with multiplayer, how would you make it so when you activate a bool it only puts the item on the player that activated it and not all the players?
Do you know if individual pieces of clothing could hold and update any variables when worn using Mutable? What I mean by that is for example, if I switched from regular shoes to high heels on female character, I wish it could automatically update HeelOffset float value inside Mutable instance, so that I could easily access it and raise or lower character accordingingly. In my current setup without Mutable yet, I simply store all the data like that inside Data Table, so I read from it right after updating the mesh. I saw that it's possible to create variables and also export them between Mutable objects, but I haven't figured out how to use it yet. Also just a small tip. When you have more clothing pieces, it might be better to create individual customizable object for each and then, when you click on Base Object node inside those files. In its properties, there's something like "Attached to External Object". There you can choose your character and then Object Group under it, for example "Jackets". Inside of your main customizable object that contains character then you just need Object Group node with that name connected to Children. Lastly, in its properties, preferably switch Type to "One or None" or "At least One option" depending on your needs. To switch piece of clothing during gameplay with that setup, you'd need to get customizable object instance and use "Set Int Parameter Selected Option", where in that case param name would be "Jackets" and selected option name would be the name of actual option (name given in Base Object node). Not sure what range index does yet.
Hey poly! Do you use this in the survival course? And Are you making a battle royale course? There is no good and complete course on this, even the battle royale Lyra tutorial you made earlier got a lot of views, be sure if you make a complete battle royale course it will have a lot of fans.
When you open the widget again, you don't need to create it again, check it for validity, if it is created, just add it to the viewport. But you probably know about it yourself:)
Ok that’s a cool toy for a RUclips video, but can this be used with any type of asset clothing? Or do you need a skeletal mesh that has already been rigged in an external program for your specific character?
@@SmartPoly that would be for retrieving the mesh data, but if this system can’t dynamically apply any clothing mesh to any character, then you still need to rig it in an external program, which is pretty annoying
Check Out My Multiplayer Survival Game Course:
smartpoly.teachable.com
Friend, thank you for the training, could you explain how to do it with Paragon Twin blast, the sizes don't match there
quick and to the point, amazing tutorial Poly!, cant wait for you to add this to your Survival FPS Remastered Course, it would elevate the course x100!
I recommend this course. I found it very infromative.
Thanks Poly! Always treasure trove of info!
Great video thank you for keeping us updated
❤❤❤
Great tutorial! Definitely deserves a follow and like 👍
Glad you enjoyed it!
May we request a future tutorial on how mutable can be used to swap out cloth meshes instead of just making them booleans? Or do you just make an enum of different meshes and then a switch on enum with all their respective booleans?
Great vid, have you tried using this with the game optimised metahumans, head goes a bit screwy for me, interested to see how to set it up properly.
I have yet to try it out
Unreal Made Easy has done it.
Great! Thanks Master!
You are welcome!
Amazing!
Thanks!
Is it possible to use the Mutable Character Customization similar like a character creator just at the beginning in MMOs ?
For example change different heads, hairstyles or bodytypes.
Lets go!
Is it the same workflow with the head, body, hair, beard? Have they replicated this plugin?
How can I put the instance parameters; boots, pants, jackets, etc. in the details panel so I don't need to pull up a widget each time? When I check the cloth options in the New Customizable Object under instance parameters, and then click play on the main screen, there is still nothing but the shorts on the character.
Thank you very much.
I've been playing around with mutable with multiplayer, how would you make it so when you activate a bool it only puts the item on the player that activated it and not all the players?
How to do customize menu but for only onec till player delets the save or a data of own character
Do you know if individual pieces of clothing could hold and update any variables when worn using Mutable?
What I mean by that is for example, if I switched from regular shoes to high heels on female character, I wish it could automatically update HeelOffset float value inside Mutable instance, so that I could easily access it and raise or lower character accordingingly.
In my current setup without Mutable yet, I simply store all the data like that inside Data Table, so I read from it right after updating the mesh. I saw that it's possible to create variables and also export them between Mutable objects, but I haven't figured out how to use it yet.
Also just a small tip. When you have more clothing pieces, it might be better to create individual customizable object for each and then, when you click on Base Object node inside those files. In its properties, there's something like "Attached to External Object". There you can choose your character and then Object Group under it, for example "Jackets".
Inside of your main customizable object that contains character then you just need Object Group node with that name connected to Children. Lastly, in its properties, preferably switch Type to "One or None" or "At least One option" depending on your needs.
To switch piece of clothing during gameplay with that setup, you'd need to get customizable object instance and use "Set Int Parameter Selected Option", where in that case param name would be "Jackets" and selected option name would be the name of actual option (name given in Base Object node). Not sure what range index does yet.
Please give me time code when this tutorial started.
Hey poly! Do you use this in the survival course?
And Are you making a battle royale course? There is no good and complete course on this, even the battle royale Lyra tutorial you made earlier got a lot of views, be sure if you make a complete battle royale course it will have a lot of fans.
I will make a battle royale game soon
@SmartPoly very good! Csgo and battle royale 😋👌
I literally non-stop searched for this
He who sits in the shadows is the bringer of light
When you open the widget again, you don't need to create it again, check it for validity, if it is created, just add it to the viewport. But you probably know about it yourself:)
yeah, I just wanted to keep things simple
Ok that’s a cool toy for a RUclips video, but can this be used with any type of asset clothing? Or do you need a skeletal mesh that has already been rigged in an external program for your specific character?
I believe the meshes can be pulled from a external data table. I am still figuring everything out
@@SmartPoly that would be for retrieving the mesh data, but if this system can’t dynamically apply any clothing mesh to any character, then you still need to rig it in an external program, which is pretty annoying
1
Looks like techno viking but with no beard and hair.