General
Mesh Syncing with Mesh Stream
By Admin ·
Sending a mesh to Blender for a sculpt pass usually means export, import, fix materials, repeat - and the moment you see the result in Unreal, you want another round trip. Mesh Stream removes the loop entirely: it syncs the mesh between Unreal Engine and Blender (or another DCC) live, so sculpt changes flow back into the engine as you make them.
What Mesh Stream does
The Mesh Stream tool sends your mesh out of Mesh Morpher to the connected DCC and receives updates from it. Both Mesh Morpher Classic and Mesh Morpher Graph support it, so it works whether you live in the classic editor tools or the node graph.
The workflow
- Start a stream from Mesh Morpher with the mesh you want to edit.
- Receive it in Blender, sculpt or edit as usual.
- Updates flow back into Mesh Morpher, where the changes land on the engine-side mesh - ready to bake as a morph target or feed the rest of your graph.
Two walkthroughs, one for each product:
When to use it
- Sculptors who prefer Blender brushes but need the result as Unreal morph targets.
- Look-dev loops - judge a sculpt with the engine lighting and materials it will actually ship with, while editing it externally.
- Team handoffs - an artist works in the DCC while the engine-side setup stays live.
Tips
- Keep topology fixed while streaming. The sync carries shape changes; big topology edits belong in a separate pass (or in Graph, which edits topology natively).
- Prefer in-engine sculpting when possible. For many edits the GPU sculpt brushes in Graph and Studio remove the need to leave the engine at all - Mesh Stream is there for the workflows where an external DCC genuinely wins.
#mesh-stream#graph#classic#tutorial
Related posts
- Mesh Morpher Studio
- Mesh Morpher Graph 2.0 Release
- Organize and Categorize Morph Targets with Mesh Morpher Classic
- Evoke
Looking for reference material? Read the Mesh Morpher documentation or see pricing & licenses.