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{F85610, size=full} --- ==Function== **TODO:** What this node does when acting as root. **TODO:** What this node does when acting as child of an external object. --- ==Use Cases== **TODO:** The most common things that you are trying to accomplish when using this node as part of a customizable object. If there's one, link to tutorial or how to that uses it. --- ==Node Properties as root object== {F85598, size=full, layout=left, float}**Object Name:**Name of this Customizable Object root. **Num LODs:** When the Manual LOD strategy is chosen, this defines how many LOD input pins are offered, as well as the maximum amount of LOD inputs that will be taken into account from child Customizable Objects. What LOD pin is used at every moment is chosen by the same system that Unreal Engine itself uses for LODs. **Auto LODStatetegy:** Defines how are the LODs used from the Mutable side. For maximum control, the manual mode allows defining what is used exactly on each LOD, and the automatic mode uses everything from the LOD0 together with the LOD specific information in the static and skeletal mesh nodes. Inherit from parent mode is invalid when the Base Object is an object root, so it will be considered Manual. More details can be found [[/w/mutable/unreal-engine-4/user-documentation/level-of-detail/|here]]. **States**(array)**:** Array of states. **Name**(States array item)**:** Name of this state. Used to refer to a state when changing states and when retrieving UI metadata. **Runtime Parameters**(States array item)**:** Array of parameter names that are prepared for modification when this state is active. These can be names of: [[/w/mutable/unreal-engine-4/user-documentation/nodes/object-group/|Object Groups]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/float-parameter/|Float Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/enum/|Enum Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/color-parameter/|Color Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/projector-parameter/|Projector Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/group-projector-parameter/|Group Projector Parameters]] and/or [[/w/mutable/unreal-engine-4/user-documentation/nodes/texture-parameter/|Texture Parameters]]. This is not a hard limit, any parameter can be modified at any time. But when this state is active, Mutable makes sure all resources are ready to modify the parameters listed in this array, so their modification is as close to real time as possible. The performance of the parameter modification and memory usage is inversely proportional to the amount of parameters in the current state. (WARNING)When the maximum performance and least memory usage is needed, like when playing outside of a character editor or character customization lobby, it's recommended to let the character in a state with no parameters, or only those parameters that can change in the current game situation. **Dont Compress Runtime Textures**(States array item)**:**Toggle to enable or disable runtime compresion of mutable generated textures. This only impacts mutable generated textures, and only those textures modified by one of the parameters active in the current state. Compressed textures use less memory, but Mutable will take longer to modify parameters that modify those textures. (WARNING)It's recommended to have this option active for all states designed for use from a character edition lobby, to insure the fastest update time possible. It's also recommended to leave this option off for any state used during active gameplay and for NPCs, to minimize memory usage. **Build Only First LOD**(States array item)**:****TODO** **State UI Metadata**(States array item)**:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this state. **(Customizable Object searchbox):** In root objects, this property must be empty, as it's what defines an object as root. **Parameter UI Metadata:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this base object. --- ==Node Properties as child object== {F85606, size=full, layout=left, float}**Object Name:** Name of this Customizable Object child. **Num LODs:** When the Manual LOD strategy is chosen, this defines how many LOD input pins are offered. If this is a larger value than the parent object, extra LODs will be simply ignored. What LOD pin is used at every moment is chosen by the same system that Unreal Engine itself uses for LODs. **Auto LODStatetegy:** Defines how are the LODs used from the Mutable side. For maximum control, the manual mode allows defining what is used exactly on each LOD, and the automatic mode uses everything from the LOD0 together with the LOD specific information in the static and skeletal mesh nodes. Inherit from parent mode makes this node use the same strategy as its parent. More details can be found [[/w/mutable/unreal-engine-4/user-documentation/level-of-detail/|here]]. **States**(array)**:** Array of states. Children states, if left empty, are just considered to have all their parameters ready at the same time. **Name**(States array item)**:** Name of this state. Used to refer to a state when changing states and when retrieving UI metadata. **Runtime Parameters**(States array item)**:** Array of parameter names that are prepared for modification when this state is active. These can be names of: [[/w/mutable/unreal-engine-4/user-documentation/nodes/object-group/|Object Groups]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/float-parameter/|Float Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/enum/|Enum Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/color-parameter/|Color Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/projector-parameter/|Projector Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/group-projector-parameter/|Group Projector Parameters]] and/or [[/w/mutable/unreal-engine-4/user-documentation/nodes/texture-parameter/|Texture Parameters]]. This is not a hard limit, any parameter can be modified at any time. But when this state is active, Mutable makes sure all resources are ready to modify the parameters listed in this array, so their modification is as close to real time as possible. The performance of the parameter modification and memory usage is inversely proportional to the amount of parameters in the current state. **Dont Compress Runtime Textures**(States array item)**:****Toggle to enable or disable runtime compresion of mutable generated textures. This only impacts mutable generated textures, and only those textures modified by one of the parameters active in the current state. Compressed textures use less memory, but Mutable will take longer to modify parameters that modify those textures. **Build Only First LOD**(States array item)**:****TODO** **State UI Metadata**(States array item)**:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this state. **(Customizable Object searchbox):** Parent Customizable Object. This defines the current node as its child. With this option selected, along with one of its object groups chosen in the following dropdown, the node defines a fully functional child object. It's equivalent to a [[/w/mutable/unreal-engine-4/user-documentation/nodes/child-object/|Child Object Node]], differing only in the location of the node: this node is located in its own Asset, easing development organization and version control. **(Object Group dropdown):** [[/w/mutable/unreal-engine-4/user-documentation/nodes/object-group/|Object Group Node]] from the parent that controls this child node. The chosen group and its runtime value control when this children has an impact on the parent and when not. If this is empty, this Base Object acts as a root object, not as a child of its parent. **Parameter UI Metadata:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this child object. --- ==Input Pins== **LOD (lod number):** The materials and material modifications that are active for an instance of this Customizable Object when Unreal Engine sets that instance to the corresponding LOD. **Children:** Connection to one or many child objects, directly as [[/w/mutable/unreal-engine-4/user-documentation/nodes/child-object/|Child Object Nodes]] and/or trough a [[/w/mutable/unreal-engine-4/user-documentation/nodes/object-group/|Object Group Nodes]].
{F85610, size=full} --- ==Function== **TODO:** What this node does when acting as root. **TODO:** What this node does when acting as child of an external object. --- ==Use Cases== **TODO:** The most common things that you are trying to accomplish when using this node as part of a customizable object. If there's one, link to tutorial or how to that uses it. --- ==Node Properties as root object== {F85598, size=full, layout=left, float}**Object Name:**Name of this Customizable Object root. **Num LODs:** When the Manual LOD strategy is chosen, this defines how many LOD input pins are offered, as well as the maximum amount of LOD inputs that will be taken into account from child Customizable Objects. What LOD pin is used at every moment is chosen by the same system that Unreal Engine itself uses for LODs. **Auto LODStatetegy:** Defines how are the LODs used from the Mutable side. For maximum control, the manual mode allows defining what is used exactly on each LOD, and the automatic mode uses everything from the LOD0 together with the LOD specific information in the static and skeletal mesh nodes. Inherit from parent mode is invalid when the Base Object is an object root, so it will be considered Manual. More details can be found [[/w/mutable/unreal-engine-4/user-documentation/level-of-detail/|here]]. **States**(array)**:** Array of states. **Name**(States array item)**:** Name of this state. Used to refer to a state when changing states and when retrieving UI metadata. **Runtime Parameters**(States array item)**:** Array of parameter names that are prepared for modification when this state is active. These can be names of: [[/w/mutable/unreal-engine-4/user-documentation/nodes/object-group/|Object Groups]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/float-parameter/|Float Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/enum/|Enum Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/color-parameter/|Color Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/projector-parameter/|Projector Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/group-projector-parameter/|Group Projector Parameters]] and/or [[/w/mutable/unreal-engine-4/user-documentation/nodes/texture-parameter/|Texture Parameters]]. This is not a hard limit, any parameter can be modified at any time. But when this state is active, Mutable makes sure all resources are ready to modify the parameters listed in this array, so their modification is as close to real time as possible. The performance of the parameter modification and memory usage is inversely proportional to the amount of parameters in the current state. (WARNING)When the maximum performance and least memory usage is needed, like when playing outside of a character editor or character customization lobby, it's recommended to let the character in a state with no parameters, or only those parameters that can change in the current game situation. **Dont Compress Runtime Textures**(States array item)**:**Toggle to enable or disable runtime compresion of mutable generated textures. This only impacts mutable generated textures, and only those textures modified by one of the parameters active in the current state. Compressed textures use less memory, but Mutable will take longer to modify parameters that modify those textures. (WARNING)It's recommended to have this option active for all states designed for use from a character edition lobby, to insure the fastest update time possible. It's also recommended to leave this option off for any state used during active gameplay and for NPCs, to minimize memory usage. **Build Only First LOD**(States array item)**:****TODO** **State UI Metadata**(States array item)**:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this state. **(Customizable Object searchbox):** In root objects, this property must be empty, as it's what defines an object as root. **Parameter UI Metadata:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this base object. --- ==Node Properties as child object== {F85606, size=full, layout=left, float}**Object Name:** Name of this Customizable Object child. **Num LODs:** When the Manual LOD strategy is chosen, this defines how many LOD input pins are offered. If this is a larger value than the parent object, extra LODs will be simply ignored. What LOD pin is used at every moment is chosen by the same system that Unreal Engine itself uses for LODs. **Auto LODStatetegy:** Defines how are the LODs used from the Mutable side. For maximum control, the manual mode allows defining what is used exactly on each LOD, and the automatic mode uses everything from the LOD0 together with the LOD specific information in the static and skeletal mesh nodes. Inherit from parent mode makes this node use the same strategy as its parent. More details can be found [[/w/mutable/unreal-engine-4/user-documentation/level-of-detail/|here]]. **States**(array)**:** Array of states. Children states, if left empty, are just considered to have all their parameters ready at the same time. **Name**(States array item)**:** Name of this state. Used to refer to a state when changing states and when retrieving UI metadata. **Runtime Parameters**(States array item)**:** Array of parameter names that are prepared for modification when this state is active. These can be names of: [[/w/mutable/unreal-engine-4/user-documentation/nodes/object-group/|Object Groups]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/float-parameter/|Float Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/enum/|Enum Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/color-parameter/|Color Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/projector-parameter/|Projector Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/group-projector-parameter/|Group Projector Parameters]] and/or [[/w/mutable/unreal-engine-4/user-documentation/nodes/texture-parameter/|Texture Parameters]]. This is not a hard limit, any parameter can be modified at any time. But when this state is active, Mutable makes sure all resources are ready to modify the parameters listed in this array, so their modification is as close to real time as possible. The performance of the parameter modification and memory usage is inversely proportional to the amount of parameters in the current state. **Dont Compress Runtime Textures**(States array item)**:** Toggle to enable or disable runtime compresion of mutable generated textures. This only impacts mutable generated textures, and only those textures modified by one of the parameters active in the current state. Compressed textures use less memory, but Mutable will take longer to modify parameters that modify those textures. **Build Only First LOD**(States array item)**:****TODO** **State UI Metadata**(States array item)**:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this state. **(Customizable Object searchbox):** Parent Customizable Object. This defines the current node as its child. With this option selected, along with one of its object groups chosen in the following dropdown, the node defines a fully functional child object. It's equivalent to a [[/w/mutable/unreal-engine-4/user-documentation/nodes/child-object/|Child Object Node]], differing only in the location of the node: this node is located in its own Asset, easing development organization and version control. **(Object Group dropdown):** [[/w/mutable/unreal-engine-4/user-documentation/nodes/object-group/|Object Group Node]] from the parent that controls this child node. The chosen group and its runtime value control when this children has an impact on the parent and when not. If this is empty, this Base Object acts as a root object, not as a child of its parent. **Parameter UI Metadata:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this child object. --- ==Input Pins== **LOD (lod number):** The materials and material modifications that are active for an instance of this Customizable Object when Unreal Engine sets that instance to the corresponding LOD. **Children:** Connection to one or many child objects, directly as [[/w/mutable/unreal-engine-4/user-documentation/nodes/child-object/|Child Object Nodes]] and/or trough a [[/w/mutable/unreal-engine-4/user-documentation/nodes/object-group/|Object Group Nodes]].
{F85610, size=full} --- ==Function== **TODO:** What this node does when acting as root. **TODO:** What this node does when acting as child of an external object. --- ==Use Cases== **TODO:** The most common things that you are trying to accomplish when using this node as part of a customizable object. If there's one, link to tutorial or how to that uses it. --- ==Node Properties as root object== {F85598, size=full, layout=left, float}**Object Name:**Name of this Customizable Object root. **Num LODs:** When the Manual LOD strategy is chosen, this defines how many LOD input pins are offered, as well as the maximum amount of LOD inputs that will be taken into account from child Customizable Objects. What LOD pin is used at every moment is chosen by the same system that Unreal Engine itself uses for LODs. **Auto LODStatetegy:** Defines how are the LODs used from the Mutable side. For maximum control, the manual mode allows defining what is used exactly on each LOD, and the automatic mode uses everything from the LOD0 together with the LOD specific information in the static and skeletal mesh nodes. Inherit from parent mode is invalid when the Base Object is an object root, so it will be considered Manual. More details can be found [[/w/mutable/unreal-engine-4/user-documentation/level-of-detail/|here]]. **States**(array)**:** Array of states. **Name**(States array item)**:** Name of this state. Used to refer to a state when changing states and when retrieving UI metadata. **Runtime Parameters**(States array item)**:** Array of parameter names that are prepared for modification when this state is active. These can be names of: [[/w/mutable/unreal-engine-4/user-documentation/nodes/object-group/|Object Groups]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/float-parameter/|Float Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/enum/|Enum Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/color-parameter/|Color Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/projector-parameter/|Projector Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/group-projector-parameter/|Group Projector Parameters]] and/or [[/w/mutable/unreal-engine-4/user-documentation/nodes/texture-parameter/|Texture Parameters]]. This is not a hard limit, any parameter can be modified at any time. But when this state is active, Mutable makes sure all resources are ready to modify the parameters listed in this array, so their modification is as close to real time as possible. The performance of the parameter modification and memory usage is inversely proportional to the amount of parameters in the current state. (WARNING)When the maximum performance and least memory usage is needed, like when playing outside of a character editor or character customization lobby, it's recommended to let the character in a state with no parameters, or only those parameters that can change in the current game situation. **Dont Compress Runtime Textures**(States array item)**:**Toggle to enable or disable runtime compresion of mutable generated textures. This only impacts mutable generated textures, and only those textures modified by one of the parameters active in the current state. Compressed textures use less memory, but Mutable will take longer to modify parameters that modify those textures. (WARNING)It's recommended to have this option active for all states designed for use from a character edition lobby, to insure the fastest update time possible. It's also recommended to leave this option off for any state used during active gameplay and for NPCs, to minimize memory usage. **Build Only First LOD**(States array item)**:****TODO** **State UI Metadata**(States array item)**:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this state. **(Customizable Object searchbox):** In root objects, this property must be empty, as it's what defines an object as root. **Parameter UI Metadata:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this base object. --- ==Node Properties as child object== {F85606, size=full, layout=left, float}**Object Name:** Name of this Customizable Object child. **Num LODs:** When the Manual LOD strategy is chosen, this defines how many LOD input pins are offered. If this is a larger value than the parent object, extra LODs will be simply ignored. What LOD pin is used at every moment is chosen by the same system that Unreal Engine itself uses for LODs. **Auto LODStatetegy:** Defines how are the LODs used from the Mutable side. For maximum control, the manual mode allows defining what is used exactly on each LOD, and the automatic mode uses everything from the LOD0 together with the LOD specific information in the static and skeletal mesh nodes. Inherit from parent mode makes this node use the same strategy as its parent. More details can be found [[/w/mutable/unreal-engine-4/user-documentation/level-of-detail/|here]]. **States**(array)**:** Array of states. Children states, if left empty, are just considered to have all their parameters ready at the same time. **Name**(States array item)**:** Name of this state. Used to refer to a state when changing states and when retrieving UI metadata. **Runtime Parameters**(States array item)**:** Array of parameter names that are prepared for modification when this state is active. These can be names of: [[/w/mutable/unreal-engine-4/user-documentation/nodes/object-group/|Object Groups]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/float-parameter/|Float Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/enum/|Enum Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/color-parameter/|Color Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/projector-parameter/|Projector Parameters]], [[/w/mutable/unreal-engine-4/user-documentation/nodes/group-projector-parameter/|Group Projector Parameters]] and/or [[/w/mutable/unreal-engine-4/user-documentation/nodes/texture-parameter/|Texture Parameters]]. This is not a hard limit, any parameter can be modified at any time. But when this state is active, Mutable makes sure all resources are ready to modify the parameters listed in this array, so their modification is as close to real time as possible. The performance of the parameter modification and memory usage is inversely proportional to the amount of parameters in the current state. **Dont Compress Runtime Textures**(States array item)**:**
**
Toggle to enable or disable runtime compresion of mutable generated textures. This only impacts mutable generated textures, and only those textures modified by one of the parameters active in the current state. Compressed textures use less memory, but Mutable will take longer to modify parameters that modify those textures. **Build Only First LOD**(States array item)**:****TODO** **State UI Metadata**(States array item)**:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this state. **(Customizable Object searchbox):** Parent Customizable Object. This defines the current node as its child. With this option selected, along with one of its object groups chosen in the following dropdown, the node defines a fully functional child object. It's equivalent to a [[/w/mutable/unreal-engine-4/user-documentation/nodes/child-object/|Child Object Node]], differing only in the location of the node: this node is located in its own Asset, easing development organization and version control. **(Object Group dropdown):** [[/w/mutable/unreal-engine-4/user-documentation/nodes/object-group/|Object Group Node]] from the parent that controls this child node. The chosen group and its runtime value control when this children has an impact on the parent and when not. If this is empty, this Base Object acts as a root object, not as a child of its parent. **Parameter UI Metadata:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this child object. --- ==Input Pins== **LOD (lod number):** The materials and material modifications that are active for an instance of this Customizable Object when Unreal Engine sets that instance to the corresponding LOD. **Children:** Connection to one or many child objects, directly as [[/w/mutable/unreal-engine-4/user-documentation/nodes/child-object/|Child Object Nodes]] and/or trough a [[/w/mutable/unreal-engine-4/user-documentation/nodes/object-group/|Object Group Nodes]].
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