Classic › Runtime
Classic › Runtime › Utilities
Export Skeletal Mesh To OBJ
Exports a Skeletal Mesh Render Data to an OBJ File.
Exports a Skeletal Mesh Render Data to an OBJ File.
Export is done using X as Forward Axis and Y as Up Axis.
This node exports the Skeletal Mesh Render Data and it will reflect any baked Standalone Morph Targets.

Inputs
| Parameter | Description |
|---|---|
Skeletal Mesh
|
Skeletal Mesh to Export. |
File Path
|
Destination File Path. |
LOD
|
The LOD to export. This is automatically clamped to match the skeletal mesh. |
Export Welded
|
Whether to export a welded mesh. |
Show Progress in PIE
|
Whether to display the progress bar in PIE. |
Outputs
| Parameter | Description |
|---|---|
Return Value
|
Returns true if exported successfully. |
Classic › Runtime › Utilities
Get Morph Targets Names
Retrieve all Morph Targets Names from a Skeletal Mesh.

Inputs
| Parameter | Description |
|---|---|
Skeletal Mesh
|
Skeletal Mesh to retrieve Morph Targets names from. |
Outputs
| Parameter | Description |
|---|---|
Names
|
The array of Morph Target Names retrieved from the Skeletal Mesh |
Classic › Runtime › Utilities
Find Morph Target
Attempts to find a Morph Target with the given Name

Inputs
| Parameter | Description |
|---|---|
Skeletal Mesh
|
Skeletal Mesh to search on. |
Name
|
The Name to search for |
Outputs
| Parameter | Description |
|---|---|
Return Value |
Returns a valid Morph Target Object if the search was successful. |
Classic › Runtime › Utilities
Remove Morph Target
Removes a Morph Target with the given name from the Skeletal Mesh.

Inputs
| Parameter | Description |
|---|---|
Skeletal Mesh
|
Skeletal Mesh to remove from. |
Name
|
The Name of the Morph Target to be removed |
Outputs
| Parameter | Description |
|---|---|
Return Value |
Returns true if the Morph Target was successfully removed. |
Classic › Runtime › Utilities
Duplicate Skeletal Mesh
Duplicate a Skeletal Mesh. It duplicates, cloth, physics and LOD data. Morph Targets are not transferred to the duplicate.
This functionality is available only for UE 5.2 and above
Useful to instance skeletal mesh before applying Standalone Morph Targets.

Inputs
| Parameter | Description |
|---|---|
Outer
|
Outer used for the duplicate Skeletal Mesh |
SkeletalMesh
|
Skeletal Mesh to duplicate |
bNeedsCPUAccess
|
Whether to enable CPU Access for the duplicate mesh |
Outputs
| Parameter | Description |
|---|---|
Return Value
|
Returns nullptr if duplicating fails. |
Classic › Runtime › Utilities
Load Bonesnapshot
Load a Bonesnapshot through Animation Blueprints. 

Classic › Runtime › Utilities
RigLogicNoBones
This Animation Blueprint node allows users to select which bones are updated by Meta Human Rig Logic functionality.

| Ignore Type | Description |
|---|---|
| Ignore Selected | Bones that are listed will not be updated by rig logic |
| Ignore Unselected | Bones that are listed will be updated by rig logic |
Right clicking the nodes brings up its own menu:
Add Bones adds one item to Bones array
Add Bones from Clipboard pastes bones array from clipboard into the Bones array
Clear Bones clears the entire Bones array. Requires selecting Refresh Nodes afterwards so all node Pins get also removed.
To have a fully functional Meta Human head that correctly attaches to the body. You need to make sure the following bones are not ignored:
root
pelvis
spine_01
spine_02
spine_03
spine_04
spine_05
clavicle_pec_l
clavicle_pec_r
spine_04_latissimus_l
spine_04_latissimus_r
clavicle_l
clavicle_out_l
clavicle_scap_l
upperarm_l
upperarm_correctiveRoot_l
upperarm_out_l
upperarm_fwd_l
upperarm_in_l
upperarm_bck_l
clavicle_r
clavicle_out_r
clavicle_scap_r
upperarm_r
upperarm_correctiveRoot_r
upperarm_out_r
upperarm_fwd_r
upperarm_in_r
upperarm_bck_r
neck_01
neck_02
head
FACIAL_C_FacialRoot