This version of the guide will show how to set up a fully featured Mutable in a source code version of Unreal Engine.
1) Get a clean working copy of the matching Unreal Engine version, for example 4.25.4. Each release of Mutable targets a specific engine version. Follow the official instructions from Epic. For example, if you are using TortoiseGIT, you should clone with the following options to select a branch:
2) Download and apply the necessary engine patch. The patch can be downloaded on every platform download page. For example this page is for Windows platform. Access to some platforms may be restricted based on your license. To apply the patch, there are several options:
- Option 1: Using TortoiseGIT: In Windows, you can use TortoiseGit option Review/apply single patch for interactive application of the patch. Then select the option Patch all intems: And then you can close the TortoiseGIT window.
- Option 2: Using a Terminal: use the git apply command. For example:
c:\projects\UnrealEngine> git apply Anticto-UnrealEngine-1.2-4.25.patch
3) Build the new engine, following the official instructions. This usually involves running Setup.Bat and GenerateProjectFiles.bat.
4) Create your Unreal C++ project.
- Option 1 Create a new project. You can do this by launching the new Unreal Engine Editor in this working copy and creating a new project.
- Option 2 Use one of the demo projects distributed with Mutable. Download the Village or Cyborg demo projects from this site, and unzip them. You will need to associate the Unreal projects of the demo with the Unreal Engine that you have just created from the context menu of the file explorer.
5) Download and unzip the Mutable plugin in your project's Plugins folder. The resulting path should be
6) Close the editor and Visual Studio and regenerate the Visual Studio project files for your project:
7) Open the new Visual Studio project, restart the editor and then enable the plugin. Go to the main menu Edit → Plugins dialog. The plugin will be in the Project section. A restart of the editor may be necessary.
8) Open one of the example CustomizableObject assets, or create one following a tutorial.
9) If everything went well, when you open the Customizable Object Editor you should see the version number along with a label p: yes in the top right corner.