Thanks for this! Most tutorials on this so far have only shown the custom object editor and not setting up the actor for the game. I read the docs and got stuck yesterday on the 0/-1 issue, so thank you for getting me past that bug! And the cube solution for mesh clipping looks a lot easier than I thought it would be. Really helpful! Liked and subbed!
really amazing! would love to see how to use this importing meshes and materials of my own. Really hope u go on doing more tuts about this new plug in :)
Thanks a lot for your efforts, it's incredible !!!. Likes and subscribed! Can you tell me pls, can i use this method instead of clothing on your previous video (UE5 | How To Make Clothes For Metahumans) ??? and could you make some cinematic video with your characters ?
I think arm is posed differently than metahumans so you will not be able to apply it directly without reposing. I'm not sure if mutable works with live retargeter, if so then maybe can "hack" something.
I'm not sure if it impacts anything if you just ignore it, but as error shows, you need solid proxy mesh. For example pants have opening at top and at the bottom. You need proxy mesh that don't have holes anywhere. You can make one of your own, which is pretty easy or use existing one in blender and just close holes.
Sorry to be so short but after hrs of dicking around trying to get grooms working I realised that it wasn’t replicating due to the fact that it saves & stores the details in the basis of the character blueprint. If you have multiple character blueprints & set the variables of custom clothes to differ from one another it replicates. If you use one character blueprint & the client uses the same blueprint whatever changes made to one will affect the other. Very poor idea to strip my current custom system that replicates in place of this. I’m looking into converting all my code in c++ to use the Ucustomobject instead of skeletalmesh but if I can’t get grooms working then I’m wasting my time. No matter what I do my groom never shows in the preview, it says it’s loading & unloading the object but it does not render 😒 more documentation would have been useful.
@@nathanmckerrow9059 thanks for looking into this. Well they are using this in Fortnite for modular characters so it should replicate things and shouldn’t have difference between clothes and groom. I will look into this soon once will attempt to implement it into my own project. But yes, lack of proper documentation sucks
Question 1 - have any reason to use Mutable Plugin? I dislike Mutable Plugin - looks intresting - but its time killer - need make 100500 assets for each clothes and 100500 logic elements for each cloth. If something changed - you need again find and rework logic in 100500 elements. Maybe better create self customize logic?
Hey! I believe my tutorials are usually very clear where you can fallow even without understanding language. I watch Unreal Tutorials also in languages that I don't understand and most of the times subtitles are not even available. Just learn principles of engine and you will be able to pick up things even with language barrier.
Enjoy and share!
aren't there a optimized version of meta in 5.5?
@@peter486 Maris is using the optimized versions which is why he was only getting up to LOD 3 not 0-2
These tools are getting insane! Can’t wait to see how smaller devs use this to their advantage.
Thanks for this! Most tutorials on this so far have only shown the custom object editor and not setting up the actor for the game. I read the docs and got stuck yesterday on the 0/-1 issue, so thank you for getting me past that bug! And the cube solution for mesh clipping looks a lot easier than I thought it would be. Really helpful! Liked and subbed!
Glad it worked out for you! Thanks for support!
Thanks a bunch! You are the Metahuman guru number 1!
Happy to help!
really amazing!
would love to see how to use this importing meshes and materials of my own. Really hope u go on doing more tuts about this new plug in :)
Yea once I will figure out how can I use it in MP environment will play with it more.
is it possible for cloth not static but chaos cloth?
to simulate chaos cloth like a real cloth
Thanks, It's a great video to get started!
Would this also work well with clothes that were not originally designed for metahuman?
Thanks a lot for your efforts, it's incredible !!!. Likes and subscribed!
Can you tell me pls, can i use this method instead of clothing on your previous video (UE5 | How To Make Clothes For Metahumans) ???
and could you make some cinematic video with your characters ?
how to get that mechanical hand of the mutable character to the metahuman??\
I think arm is posed differently than metahumans so you will not be able to apply it directly without reposing. I'm not sure if mutable works with live retargeter, if so then maybe can "hack" something.
Legend!
amazing. thanks for sharing
did it change in this days cause its kinda different now
how about that error message?
I'm not sure if it impacts anything if you just ignore it, but as error shows, you need solid proxy mesh. For example pants have opening at top and at the bottom. You need proxy mesh that don't have holes anywhere. You can make one of your own, which is pretty easy or use existing one in blender and just close holes.
I was thinking, what if the character I want to make is equipped with high heels?
Does this automatically rig custom assets?
I'm not sure, but currently I dont think so.
Is it replicated? How do you set grooms?
It replicates, just haven't figured out yet how to instance them per client, currently if you change shirt it will change also for other clients :D
Sorry to be so short but after hrs of dicking around trying to get grooms working I realised that it wasn’t replicating due to the fact that it saves & stores the details in the basis of the character blueprint. If you have multiple character blueprints & set the variables of custom clothes to differ from one another it replicates. If you use one character blueprint & the client uses the same blueprint whatever changes made to one will affect the other. Very poor idea to strip my current custom system that replicates in place of this. I’m looking into converting all my code in c++ to use the Ucustomobject instead of skeletalmesh but if I can’t get grooms working then I’m wasting my time. No matter what I do my groom never shows in the preview, it says it’s loading & unloading the object but it does not render 😒 more documentation would have been useful.
@@nathanmckerrow9059 thanks for looking into this. Well they are using this in Fortnite for modular characters so it should replicate things and shouldn’t have difference between clothes and groom. I will look into this soon once will attempt to implement it into my own project. But yes, lack of proper documentation sucks
Question 1 - have any reason to use Mutable Plugin?
I dislike Mutable Plugin - looks intresting - but its time killer - need make 100500 assets for each clothes and 100500 logic elements for each cloth. If something changed - you need again find and rework logic in 100500 elements.
Maybe better create self customize logic?
Can you please choose your language? I am not a native English speaker, and this video is too difficult for me to understand without subtitles.
Hey! I believe my tutorials are usually very clear where you can fallow even without understanding language.
I watch Unreal Tutorials also in languages that I don't understand and most of the times subtitles are not even available. Just learn principles of engine and you will be able to pick up things even with language barrier.
@@MarisFreimanis Okay, I'll try🤛