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Group Projector Parameter

GerardMTE edited this page Jun 15, 2026 · 17 revisions
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Similar to a Projector Parameter node, projects many Textures into existing Texture Parameters. It only affects Texture Parameters below a Object Group node.

Note

Texture Parameters must be must be in Mutable mode. See Material Modify node.

Properties

  • Material Channel Name to Connect: The name of the material asset texture parameter that is modified to print the projectors. It must be defined in the materials of the group that want to receive projectors from this group.

  • Masked Out Area Material Channel Name: The name of the material asset texture parameter that defines where can projectors be printed. It must be defined in the materials of the group that want to prevent some of their surface to receive projectors. White where they can be placed, black where can't have any impact, and grayscale for partial projector application.

  • Reference Texture: Texture that defines the final texture configuration (its not projected in any way). See Reference Texture section below.

  • Projection Texture Size: Resolution of the final projection texture generated by the node.

  • Option Textures (array): The different textures that will be projected. There has to be at least one in order to project anything. Each option can be used more than once, so there's no need to have duplicate options to project multiple times the same texture. Also, multiple different options can be used at the same time.

  • Option Name (array item): Name of this particular projection texture.

  • Option Texture (array item): Texture asset that is projected when this option is chosen.

  • Option Poses (array): Poses different from the T-Pose that are used while projecting. It's optional, leave empty if it's not used. Defines an integer parameter named after this projector node with "_SelectedPoses" appended, like this: For a Group Projector Node named "ClothesStickers" it defines an integer property named "ClothesStickers_SelectedPoses". That parameter is intended for internal use only, by the game programmers. When this projectors are to be modified in a non T-Pose, this parameter should be set after the property "Option Name" that refers to the Pose Asset that was created from the pose currently in use.

  • Pose Name (array item): Friendly name of the pose. It's used to tell Mutable what pose to use when projecting this node projectors.

  • Option Pose (array item): Pose asset used for projecting when this option is chosen.

  • Data Table Texture Column Name: Name of the column that contains the Texture2D references in the Option Textures Data Table node property.

  • Option Textures Data Table: Table asset containing texture references to use for projection, that can be shared among different Group Projector nodes. The row names will be used as Option Names for the corresponding texture. If any row name is already defined as option name, the data table texture takes precedence over the option texture.

  • Alternate Projection Resolution State Name: Name of the state of this Customizable Object that uses the factor defined at the property "Alternate Projection Resolution Factor" to modify the resolution defined at "Projection Texture Size" . It's optional, can be left empty if this node resulting texture does not need to change between states.

  • Alternate Projection Resolution Factor: Factor by which to multiply the resolution defined at the property "Projection Texture Size" when the instance uses the state defined at "Alternate Projection Resolution State Name".

WARNING: The intended use of the alternate projection resolution is to better control the detail of the projector in some cases. There are two main use cases: Using a factor greater than one in the state where this projectors are modified, or using a factor lower than one in the playing state.

  • Projector Bone (dropdown): Utility for setting the gizmo location and rotation to match the chosen bone. Really helpful for cylindrical projectors.

  • Parameter Name: Name of the group projector parameter defined by the node. It has to be unique within all the parameters in this customizable object hierarchy. Used when coding or within blueprints to refer to this parameter.

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Reference Texture

These are the texture properties copied from the Reference Texture to the final projected texture:

  • Compression Settings
  • Max Texture Size
  • sRGB
  • Filter
  • MIP Generation Settings
  • LOD Bias
  • Texture Group
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