@@MahamatGhandihey I want to buy the course. Do you recommend? It is too expensive. I can't afford it. I am waiting for black friday. If he makes a sale.
@@mrvizier7788 Its good to be honest, the way how he teaches is clear and everything is obvious. replication is great. didn't finish it but I am happy so far.
I just spent $1300 on a ue5 game design course. I have very little experience with ue. I’m seriously considering getting a refund to take your course. The one I paid for is a 7 week course with live instruction but costs 4x as much do you offer live support?
Is it possible to see how this could be integrated with newly introduced game-optimized metahumans? MH have detached head and that's a small problem. Also while this workflow is nice, the problem starts when we want way more switchable assets. That being said there is probably clean solution for it but I'm just starting with UE so I'm still in discovery phase.
@@SmartPolythanks man! Pioneering this topic. Any chance we could get a tutorial on how to integrate this with inventory system? Like with meshes that populate our inventory slots in our UI?
Honestly I have been tinkering with this plug in for awhile. This video was the key to helping me complete my channel's Mutable tutorial. Thanks again SP!
Ooh Mutable Population sound intriguing. I’m love the idea of being able to autogenerate custom background characters to populate scenes, I know the City Sample has something like that but dunno how to customize it
Please continue making some more tutorials on this topic. One question I have for you, can you select between different materials on say a shirt or a mask?
Highly likely, it's going to be part of the Mesh Section node, and then the Material Table pin. There will be a Switch in there to allow you to determine which material you want applied.
would love to see how to communicate with the blueprient_character as changing the clothes in the game directly> it would be cool if you do that in the survival project :) ty
For the various components (shirt, etc) couldn't you also/or make a table with all the components and use that to add the components to the customizer? Seems like it would be less messy than having 400 skelmesh nodes in the graph. 😀
Hi is it possible to use this new system (Mutable Plugin) to pick up things such as weapons or other items? For example Pirate character who has sword and weapon.
Hello, very interesting video. The plugin you are presenting is exactly what I have been looking for and missing in the Unreal Engine for years. I don't think I would ever have had the nerve, and until UE 5.4 and 5.5 there were never the resources to program it myself. I've been working on a character creator with morph targets for character creation for a while now. I use Character creator 4 as the basis for this. I'm trying to export the morphs given here by sliders to UE, but at the moment I don't really have the time to work on it more intensively. It looks like the plugin presented here could make my work a lot easier. How good is the documentation for this plugin, and could you perhaps make a video series that shows from the ground up how character generation works with the plugin, as this plugin probably already takes into account things like tattoos and scars, and creates a gismo to be able to move them.
I am very interested into two features: 1) logic for each part (I know some blinking led can be a material but I think on stuff like flapping wings on movement, etc) and 2) incompatible assets handling for example using glasses with some earphones or a helmet with some headset. I want to mark those as incompatible and remove one when the other is set. is it possible? Thanks!
Thanks for the vid, in the future you could maybe do a vid with metahuman (i think the creator of mutable plugin has a sample project on his git) ... i wish Epic updates metahumans with more clothes/customization options, and now that they've included optimized versions its going in the right direction...
@@SmartPoly have you seen the git repo for the sample project of the mutable creator? I ve seen it few days ago, i can look it up for you, but i didnt have time to download it and see inside :(
Looks great! does it includes something to add logic to parts? for example: having a hat with an helix that rotates depending on the character movement speed.
I did all the steps and it works great but when I try to drag and drop the mutable object into my scene it doesn't let me. What am I missing? There's no option to make it a blueprint that I see.
I'm having no end of dramas trying to apply animations to mutable characters. It doesn't look like you can just apply an animation asset. Does this sound right?
Does this work for outfits that aren't fitted to that metahuman (for instance, putting female clothing on a male metahuman), or do you still need to use an external program for them to conform to the skeletal mesh?
Hey SP. Not completely relevant but has anyone seen or worked with animations that deal with actually equipping or putting on the clothes? So many games just pop stuff on and would be cool to make it a bit more real. I guess it should be easy to create them with new rig tools?
How is it for the chest of men and women? Do such clothes adjust automatically? Do you have to put the clothes in a blender and remake them to fit men's and women's chests?
Does anybody know if this uses "lead pose component" for the skinning under the hood? Because I´ve been tryin to figure out why that is crashing every project of mine, if I use it in a blueprint, when I try to enable "support GPU skin cache", which is required for hardware raytracing...
Be nice to see how we build a character with this plugin, Epic has a habit of dropping stuff with nothing to learn from, not everybody is skilled at reverse engineering or reading 5000 page doc's to try find what the DON'T know is relevant
Check Out My Multiplayer Survival Game Course:
smartpoly.teachable.com
@@MahamatGhandihey I want to buy the course. Do you recommend? It is too expensive. I can't afford it. I am waiting for black friday. If he makes a sale.
@@mrvizier7788 Its good to be honest, the way how he teaches is clear and everything is obvious. replication is great. didn't finish it but I am happy so far.
I just spent $1300 on a ue5 game design course. I have very little experience with ue. I’m seriously considering getting a refund to take your course. The one I paid for is a 7 week course with live instruction but costs 4x as much do you offer live support?
Is it possible to see how this could be integrated with newly introduced game-optimized metahumans? MH have detached head and that's a small problem. Also while this workflow is nice, the problem starts when we want way more switchable assets. That being said there is probably clean solution for it but I'm just starting with UE so I'm still in discovery phase.
You are the FIRST I have seen to being to conquer this topic since 5.5 has been released. Congratulations!
yep, no other videos on it
@@SmartPolythanks man! Pioneering this topic. Any chance we could get a tutorial on how to integrate this with inventory system? Like with meshes that populate our inventory slots in our UI?
yeah 😅
Yes! Been trying to find documentation on the mutable plugin and how it works, thankyou!
Same!!
Honestly I have been tinkering with this plug in for awhile. This video was the key to helping me complete my channel's Mutable tutorial. Thanks again SP!
Ooh Mutable Population sound intriguing. I’m love the idea of being able to autogenerate custom background characters to populate scenes, I know the City Sample has something like that but dunno how to customize it
Please continue making some more tutorials on this topic. One question I have for you, can you select between different materials on say a shirt or a mask?
Highly likely, it's going to be part of the Mesh Section node, and then the Material Table pin. There will be a Switch in there to allow you to determine which material you want applied.
finally a tutorial on mutable!!
I would love to use this for my skeletal modular mesh characters!
this is huge for indie devs wanting to add some customization to their games!
would love to see how to communicate with the blueprient_character as changing the clothes in the game directly> it would be cool if you do that in the survival project :) ty
Amazing! That’s exactly what I need for my project 🎉
thanks for the video
are you planning to make a tutorial series on unreal engine materials?
Thanks for the video, I'm waiting for more work with the plugin, don't stop:)
More to come!
For the various components (shirt, etc) couldn't you also/or make a table with all the components and use that to add the components to the customizer? Seems like it would be less messy than having 400 skelmesh nodes in the graph. 😀
yeah, there is no doubt a way to add it externally. I just haven't gotten that far yet
It would be awesome if you could make the meshes be driven by data instead of hardcoded in the component, not sure if its currently possible
its likely possible. I just haven’t gotten that far yet. There is no current documentation
What was the asset pack used for the military helmet at 0:02
Hi is it possible to use this new system (Mutable Plugin) to pick up things such as weapons or other items? For example Pirate character who has sword and weapon.
THANK YOU! We need to see more
ill upload more tutorials
Hello, very interesting video. The plugin you are presenting is exactly what I have been looking for and missing in the Unreal Engine for years. I don't think I would ever have had the nerve, and until UE 5.4 and 5.5 there were never the resources to program it myself. I've been working on a character creator with morph targets for character creation for a while now. I use Character creator 4 as the basis for this. I'm trying to export the morphs given here by sliders to UE, but at the moment I don't really have the time to work on it more intensively. It looks like the plugin presented here could make my work a lot easier. How good is the documentation for this plugin, and could you perhaps make a video series that shows from the ground up how character generation works with the plugin, as this plugin probably already takes into account things like tattoos and scars, and creates a gismo to be able to move them.
this is very cool!
I am very interested into two features: 1) logic for each part (I know some blinking led can be a material but I think on stuff like flapping wings on movement, etc) and 2) incompatible assets handling for example using glasses with some earphones or a helmet with some headset. I want to mark those as incompatible and remove one when the other is set. is it possible? Thanks!
Thanks for the vid, in the future you could maybe do a vid with metahuman (i think the creator of mutable plugin has a sample project on his git) ... i wish Epic updates metahumans with more clothes/customization options, and now that they've included optimized versions its going in the right direction...
legend comment! just found the docs
@@SmartPoly have you seen the git repo for the sample project of the mutable creator? I ve seen it few days ago, i can look it up for you, but i didnt have time to download it and see inside :(
Looks great! does it includes something to add logic to parts? for example: having a hat with an helix that rotates depending on the character movement speed.
I did all the steps and it works great but when I try to drag and drop the mutable object into my scene it doesn't let me. What am I missing? There's no option to make it a blueprint that I see.
Interested to see if this can be manipulated within the sequencer
Also, when importing new mesh asset like armors and such, they still need to be rigged to the base mesh right?
Will it work with MetaHumans, heard some people having issues with them and this new plugin
After customizing the character from the menu, does it work like a skeletal mesh merge, to reduce draw calls?
GOOD GOD!!!!!!! This is awesome!
Can you change the transform of the skeletal meshes in the editor?
so now how to use this mutable charcater in game play hird person for example and change everything at run time within umg?
you can add it as a component in a blueprint, and interface through that
how do I load the 5.4 Adventure character into Unreal 5.5 where I have loaded the mutable plugin?
I'm having no end of dramas trying to apply animations to mutable characters. It doesn't look like you can just apply an animation asset. Does this sound right?
Is it able to pose characters in different positions?
okay, now how do you get it to use 2 differents sets of characters that are modular? Male and female for instance with no base body just all parts.
Does this work for outfits that aren't fitted to that metahuman (for instance, putting female clothing on a male metahuman), or do you still need to use an external program for them to conform to the skeletal mesh?
I'm sure, the meshes should be using the same (or compatible) skeleton.
Hey SP. Not completely relevant but has anyone seen or worked with animations that deal with actually equipping or putting on the clothes? So many games just pop stuff on and would be cool to make it a bit more real. I guess it should be easy to create them with new rig tools?
Nice, thank you very much. Please, more videos about this plugin and the other at the beginning of this video
Will do!
@@SmartPoly Thanks man
I've bought your survival course awhile ago, wondering if you are going to implement this into the new course?
probably wont, since this is a new experimental plugin
How is it for the chest of men and women? Do such clothes adjust automatically? Do you have to put the clothes in a blender and remake them to fit men's and women's chests?
I haven’t seen anything addressing this issue yet in the plugin
I would like a tutorial like this, but teaching with models from Daz Studio G8, G9 would be wonderful.
Could this be done during runtime of the game? Lets say player finds a jacket and puts it on.
yep, thats the goal
Thanks!!!
Could you make tutorial using Metahuman as well?
if I could find clothing meshes
love ittttt
Can this prevent hair clipping through hats/helmets?
yep, it can do that
Does anybody know if this uses "lead pose component" for the skinning under the hood?
Because I´ve been tryin to figure out why that is crashing every project of mine, if I use it in a blueprint, when I try to enable "support GPU skin cache", which is required for hardware raytracing...
Can we use this on metahumans?
It does not work by me with other skeletons. You get a list of all meshes
Nice nice and how do we implementing it in to the game and actually use it
can i use my own models?
yes, as long as you have modular clothing
Awesome video! One question that comes in mind is how do you replicate this? I doubt this is replicated automatically.
What are your thoughts on this compared to other customization options?
still early, but it has lots of potential to optimize your game character mesh
Will it work with metahumans?
probably
Omg now I need to make it with metahuman
Christmas came early this year
it sure did
I like it.
Will it work on runtime ?
yes
and there is no mesh section
That's good for creating characters in engine, but how to we add it to our game?
It can be added as a component in a blueprint.
@@SmartPoly Awesome, thanks
YES
Man I was about to pay someone to set something like this up
Be nice to see how we build a character with this plugin, Epic has a habit of dropping stuff with nothing to learn from, not everybody is skilled at reverse engineering or reading 5000 page doc's to try find what the DON'T know is relevant
Yeah, it is a bit of a learning curve.
I honestly don't see how this is easier than a data table and swap with code.
depends on how complex your game is
Well I can scrap so many half-working systems and rewrite half of my project 😅😢
jai tous mis en place cependant jaimerais que vous nous montrer comment l utiliser sa serais vraiment super
Thank you so much for this good tutorial, can you make a course like csgo?
Possibly!
@SmartPoly so please make that😋