Create shape variations in Unreal Editor
Morph Builder authors named morph targets on a source skeletal mesh. An editable MorphBuilder data asset holds your entries, vertex deltas, reference landmarks and tool settings. Apply writes the morphs to the skeletal mesh so Unreal's standard animation and Blueprint systems can use them.
The workflow is choose a source → sculpt or fit a reference → preview and blend → Apply → save the data asset and mesh. Work on duplicates while learning.
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Included in the plugin
- One Editor C++ module with source.
- MorphBuilder data asset editor with dual viewports and a morph library.
- Eleven sculpt brushes, mirror controls and painted masks.
- Spatial, UV and landmark reference fitting, plus Conform.
- An original Morph Study skeletal mesh and skeleton, editable Broad/Tall data, animation and showcase level.
- Local QuickStart and release notes.
The reference characters, skins and runtime customization interfaces in promotional captures demonstrate workflows. They are not all included in the plugin. The separate example project has its own contents and installation instructions.
