Mutable for Unreal Engine | Object Group Node
Function
Define one or multiple parameters that are a collection of Customizable Objects that share a mutual relationship: they either are exclusive from each other, at most one of them can be active, or at least one of them has to be, or any combination of them can be enabled, or they define materials that will always be shown together.
Use Cases
Define multiple objects that need one and just one of them active at all times, like noses.
Define multiple objects that can be combined in any fashion, some, all, none, etc... like freckles, skin marks, wrinkles and other facial skin features.
Group all objects that use the same clothing "slot", like all the jackets, to one or none can be active at any time.
Node Properties
Group Name: The name of this whole group of objects.
Group Type (group type dropdown): The type of parameter that this node defines and the policy that dictates when are the objects in this group active:
- Toggle: Every node in the group offers the option to be active, allowing any combination of them to be active at any time, including none or all of them. This group type defines one toggle parameter for each of the nodes that are in this group: the name of the parameter is the Object Name.
- All Options: All the objects of this group are active all the time. This group type does not define a parameter, all the objects in the group are considered connected at the same time to what this node is connected to.
- At least one Option: One object of this group must be active at any time, but only one. This group type defines an enumeration parameter named after the the property Group Name. This enumeration offers one option named after each of the objects in the group.
- One or None: Only one object of this group can be active at the same time, or none. This group type defines an enumeration parameter named after the the property Group Name. This enumeration offers one option named after each of the objects in the group, and additionally a "None" option, that does not activate any of its objects.
Parameter UI Metadata: Metadata associated to this group.
Input Pins
Objects: Child Object Nodes directly connected to this group. Together with any other Base Object Node that defines the current Customizable Object as its parent and this node as its group, make all the objects that this node handles with the policy chosen at the Group Type property.
Projectors: Input for one or many Group Projector Nodes defining projectors that impact all of the Customizable Objects in this group.
Output Pins
Group: The currently active object or objects, as a set that can change at runtime. This can be connected anywhere a Child Object Node could connect, it's perfectly fine to nest groups and objects.
- Last Author
- ricard
- Last Edited
- Jun 22 2020, 12:57 PM