This article explains how to transfer clothing assets to the final meshes generated by mutable.
This is an opt in feature per Customizable Object and needs to be enabled in the Customizable Object Properties tab checking the checkbox Enable Clothing .
Be aware that by enabling the feature a bit more memory will be used, so if no clothing assets are present is better to keep the option unchecked.
Once clothing is enabled, after compiling, any skeletalmesh with active clothing assets that takes part in the Customizable Object will transfer a copy of its clothing assets to the mutable generated counterpart, this copy includes configurations used by the clothing asset.
Clothing simulation should be active in the Preview Inst. Prop tab viewport. If the result needs to be checked further, double-clicking the Skeletal Mesh thumbnail image in the Preview Inst. Prop tab will open a tab window where the resulting skeletal mesh can be inspected and the cloth simulation should be running.
Some clothing simulation and visualization options can be found in the preview viewport Character -> Clothing menu as shown in the following capture.
For now, only remove operations and addition of mesh fragments with different materials are supported. Material extensions are not supported.
Clothing assets can have shared configurations. Typically these control the simulation quality (iterations, subdivisions, etc) and only one is allowed per skeletal mesh. When multiple skeletal meshes are combined by mutable, if shared configs are present, only one of them will be used. Currently there is no way to select which one will end up in the skeletal mesh generated by mutable and the easiest solution to have control over the shared configuration parameters is to set all contributing clothing assets with the same shared config values.
At the moment only one clothing asset LOD is supported, if the clothing asset in a skeletalmesh has more than one LOD, only the first one will be transferred ignoring other LODs.