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Mesh Morpher Graph

By Admin ·

Mesh Morpher Graph is our node-based mesh editing plugin for Unreal Engine: create, edit and manage complex mesh transformations through a graph interface, with custom morph targets and automated mesh processing workflows - all non-destructive, all inside the editor.

What node-based mesh editing means

Instead of destructive one-shot operations, you build a network: load a mesh, chain deformations, previews update live, and the original stays intact. Change an upstream node and everything downstream recomputes. For repeatable work - the same fix across twenty characters, the same pipeline every asset goes through - the graph is the documentation.

Here is a tour through some operations and nodes:

▶ Watch the video on YouTube

Who it is for

Artists and developers who need flexible, non-destructive mesh editing in-engine: morph target authoring, retopology and wrapping, batch mesh processing, character pipeline automation. If you have used node-based tools like Houdini or Geometry Nodes, the mental model transfers directly - with the difference that everything happens on your actual engine assets.

Where Graph is today

This post announced the original release. Since then, Graph 2.0 expanded the plugin into a complete authoring suite: real-time GPU sculpting, GPU deformers, voxel and SDF modeling, Python and expression scripting, AI tools and a full MetaHuman DNA pipeline. The current feature set lives on the Mesh Morpher Graph product page, and node-by-node reference in the Graph documentation.

Popular Graph workflows

#graph#release#morph-targets#unreal-engine


Related posts

Looking for reference material? Read the Mesh Morpher documentation or see pricing & licenses.