Overview

A Mesh Config Override is a project-level configuration provided by the Futureverse Execution Controller that enables a game or experience to substitute its own fully-authorized rig—complete with project-specific gameplay configurations—in place of the default skeleton embedded within a UBF spawned model.

This rig is typically a pre-defined skeleton tailored to the project’s domain requirements. For example:

  • One game may include socket attachments on bones with specific transforms to correctly align weapons like swords or shields.
  • Another game might configure different physics materials or collision properties on certain bones for ragdoll effects or hit reactions.
  • Still others may add runtime components, such as floppy-ear simulation scripts, spring bones, or IK targets, already wired into their rigs.

These configurations are unique to each project and are injected through Mesh Config Overrides, ensuring that runtime UBF assets are seamlessly adapted to the environment they’re deployed in.

This capability is critical because UBF assets are intentionally built to be engine-agnostic and cross-compatible. As such, they cannot include game-specific rigging conventions, socket placements, physics systems, or animation retargeting setups. Mesh Config Overrides serve as a clean injection point where projects can introduce that specialized configuration without modifying the core UBF blueprints themselves.

Mesh Configs are collection-scoped, meaning they are registered and applied based on the NFT’s collection ID. This allows a project to define completely different rigs and behaviors for distinct avatar lines.

How It works

At runtime, the process of applying a Mesh Config Override begins when a UBF blueprint executes a Create Mesh Config node. This node exposes an optional field called the Config Override Key. If a key is provided, it tells the Execution Controller to check its internal registry for a Mesh Config entry that matches the given key.

If a match is found, the Execution Controller overrides the default behavior by discarding the auto-generated skeleton that would normally be attached to the mesh. Instead, it rebinds the mesh to the pre-defined rig and avatar specified in the Mesh Config.

This pre-defined skeleton includes all gameplay-specific configuration, such as sockets, bone transforms, physics profiles, and attached components. Additionally, this override ensures that the mesh is fully prepared to integrate with the project’s animation system and runtime logic—no additional manual configuration is needed.


Engine-Specific Setup

Futureverse Execution Controllers follow a consistent logic for applying Mesh Config Overrides across both Unity and Unreal Engine. While the underlying principles remain the same—resolving a registered config and applying a custom rig—the implementation details differ slightly per engine.

The following sections outline the setup process for each engine.