Requirements
To use Grooms with Mutable you need to toggle on the Grooms Extensions For Mutable plugin in your Project Settings.
Once enabled, you will see a new pin appear on existing Object nodes.
Usage
Grooms can be added to any Skeletal Mesh Component tagged by Mutable (see Node Mesh Component). Groom Components are dynamically created as children of the tagged Skeletal Mesh Component.
To use Grooms, follow the steps below:
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Create a new Groom Constant node and specify which component you want it to bound to using the Component Name.
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In the Node Properties panel, specify the Groom and Binding assets. The Binding asset must have the same Skeletal Mesh as the one in the bound Skeletal Mesh Component as the Target Skeletal Mesh. Other properties are automatically copied to the dynamically created Groom Component.
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Connect the new node to an Object node. Notice that the Groom Constant nodes can be conditionally activated using Group nodes.
Current Limitations
- Modifier nodes can not be applied to Mesh Components bound by grooms.
- A Mutable generated Skeletal Mesh must have the same number of LODs as the Source Skeletal Mesh in the Binding Asset.