Blueprint example
- Add your saved skeletal mesh to a Skeletal Mesh Component.
- Call Unreal's Set Morph Target node on that component.
- Set Morph Target Name to the name you applied, such as
Broad, and set the value to a weight such as0.5. - Bind a UMG slider's On Value Changed event to that call if you want an interactive control.
Animation curves can drive the same saved targets. The included Morph Study animation demonstrates this. Ensure the mesh's materials support morph target usage and check the deformation in your packaged project.
Editor and runtime boundary
MorphBuilder is an Editor module. Its data assets and authoring APIs are for editor use. Runtime gameplay uses the resulting skeletal mesh, morph targets and standard Unreal APIs. Do not reference MorphBuilder authoring data from runtime Blueprints.
LODs
Morphs are authored against the selected source LOD. Author or transfer the deltas required for other LODs, then inspect transitions in the target project. Do not assume a LOD 0 morph automatically provides every lower LOD. A changed source geometry signature requires rebuilding or reauthoring against the new source.
Editor scripting
UMorphBuilderData exposes AddMorphTarget, UpdateMorphDeltas, ApplyMorphTargets, RemoveMorphTargetsFromSource and RenameMorphTarget. C++ editor tools can use FMorphBuilderMeshOperations for validated batch Apply or named Remove. Delta indices address the selected LOD's render vertices.