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Using Mutable from Blueprints

Gerard Martin edited this page Jun 5, 2026 · 5 revisions

Creating a Customizable Object Instance

As seen in Basic Concepts, a Customizable Object Instance references a Customizable Object plus a set of parameter values. To create one, right click on an already existing Customizable Object and select Create New Instance.

TODO PICTURE

Creating a Customizable Actor

Once you have a Customizable Object Instance, create a new Actor Blueprint open it.

In the Blueprint Editor, create a Skeletal Component and add a Customizable Skeletal Component as a child.

Once created, select the Cusotmizable Skeletal Component, go to the details panel and chose the Customizable Object Instance to be used.

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Also specify, with the Component Name, which Skeletal Mesh Component to use.

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Add as many Skeletal Mesh Components as customization will require.

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If setup correctly, in the Viewport you will se an already customized Actor.

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Changing Parameters

At any time, you can change the parameters of a Customizable Object Instance. This change will not take effect until an Update is requested.

Boolean Parameter: image

Enum Parameter: image

Float Parameter: image

Color Parameter: image

Changing State

In addition to changing parameters, you can also change the State.

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Updating an Instance

Once all parameters are set, to apply them you need to request an Update. Updates are always asynchronous, so expect some delay before seeing the resulting customizations.

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Updated Delegate

Since the Updates are asynchronous, Mutable provides two ways to know when an update has finished.

By calling specialized Update with a delegate: TODO PICTURE

Or by using existing delegates in the Instance or Usage: image

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