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Mesh Morpher documentation

Runtime

26 pages · exported 2026-09-06 · https://meshmorpher.com/docs/classic/runtime

Classic

Runtime

25 pages in this section.

Classic › Runtime

Standalone Morph Target

Standalone Morph Targets are a custom implementation of standard Morph Targets.

Standalone Morph Targets are a custom implementation of standard Morph Targets.
This new type of asset format allows users to store Morph Targets as standalone assets which can be visible in Content Browser.

The usage of Standalone Morph Targets is different from standard Morph Targets and the main purpose here is to allow transferring, baking and projection at runtime, easier, without interfering with the existing Morph Targets.

Standalone Morph Targets are exposed to blueprints and there are several nodes and tools that allow users to manipulate them at runtime.

Get Delta

Get Delta LODs

Get Delta Num

Get Skeletal Mesh

Get Morph Target Name

Set Morph Target Name

Get Weight

Set Weight

Classic › Runtime › Standalone Morph Target

Get Delta

Retrieves a Delta at Index for the provided Standalone Morph Target and LOD.

Create Morph Targets at runtime from Mesh Files

Inputs

Parameter Description

Target

Standalone Morph Target Object Reference

Standalone Morph Target to retrieve the Delta from.

LOD

Integer

LOD Index to retrieve the Delta from. If the LOD is not available in the Standalone Morph Target then the function will retrieve false.

Index

Integer

Delta Index to retrieve

Outputs

Parameter Description

Position

Vector

Delta Position

Normal

Vector

Delta Normal

Source Index

Integer

Vertex index associated with found Delta

Return Value

Boolean

Returns true if the Delta index was found.

Classic › Runtime › Standalone Morph Target

Get Delta LODs

Retrieve the amount of LODs used by the provided Standalone Morph Target.

Create Morph Targets at runtime from Mesh Files

Inputs

Parameter Description

Target

Standalone Morph Target Object Reference

Standalone Morph Target to retrieve the LODs count from.

Outputs

Parameter Description

Return Value

Integer

LODs count.

Classic › Runtime › Standalone Morph Target

Get Delta Num

Retrieves the Delta count for the provided Standalone Morph Target and LOD.

Create Morph Targets at runtime from Mesh Files

Inputs

Parameter Description

Target

Standalone Morph Target Object Reference

Standalone Morph Target to retrieve the Delta from.

LOD

Integer

LOD Index to retrieve the Delta from. If the LOD is not available in the Standalone Morph Target then the function will return -1.

Outputs

Parameter Description

Return Value

Integer

Returns -1 if provided LOD is invalid.

Classic › Runtime › Standalone Morph Target

Get Skeletal Mesh

Retrieves the assigned Skeletal Mesh for the provided Standalone Morph Target.

Create Morph Targets at runtime from Mesh Files

Inputs

Parameter Description

Target

Standalone Morph Target Object Reference

Standalone Morph Target to retrieve the Skeletal Mesh from.

Outputs

Parameter Description

Return Value

Skeletal Mesh Object Reference

Skeletal Mesh Object

Classic › Runtime › Standalone Morph Target

Get Morph Target Name

Retrieves the assigned Name for the provided Standalone Morph Target.

Create Morph Targets at runtime from Mesh Files

Inputs

Parameter Description

Target

Standalone Morph Target Object Reference

Standalone Morph Target to retrieve the Name from.

Outputs

Parameter Description

Return Value

Name

Morph Target Name

Classic › Runtime › Standalone Morph Target

Set Morph Target Name

Assigns a new Morph Target Name for the provided Standalone Morph Target.

Create Morph Targets at runtime from Mesh Files

Inputs

Parameter Description

Target

Standalone Morph Target Object Reference

Standalone Morph Target to assign the Name to.

New Name

Name

The new Morph Target Name

Classic › Runtime › Standalone Morph Target

Get Weight

Retrieves the current Weight for the provided Standalone Morph Target.

Retrieves the current Weight for the provided Standalone Morph Target.
Weight represents the impact this Standalone Morph Target has on its Skeletal Mesh

Create Morph Targets at runtime from Mesh Files

Inputs

Parameter Description

Target

Standalone Morph Target Object Reference

Standalone Morph Target to retrieve the Name from.

Outputs

Parameter Description

Return Value

Float (single-precision)

Current Weight

Classic › Runtime › Standalone Morph Target

Set Weight

Bakes the Standalone Morph Target in Skeletal Mesh Render Data by the provided Weight.

Bakes the Standalone Morph Target in Skeletal Mesh Render Data by the provided Weight.
Weight represents the impact this Standalone Morph Target has on its Skeletal Mesh

Create Morph Targets at runtime from Mesh Files

Inputs

Parameter Description

Target

Standalone Morph Target Object Reference

Standalone Morph Target to retrieve the Name from.

New Weight

Float (single-precision)

New Weight of the provided Standalone Morph Target

Classic › Runtime › Standalone Morph Target

Duplicate Standalone Morph Target

Duplicate a Standalone Morph Target and assign a new Target Skeletal Mesh

Inputs

Parameter Description

Outer

Object Reference

Outer used for the duplicate Standalone Morph Target

StandaloneMorphTarget

Standalone Morph Target Object Reference

Standalone Morph Target to duplicate

NewTargetSkeletalMesh

Skeletal Mesh Object Reference

New Target Skeletal Mesh to assign to the duplicate. If left empty, the Target Skeletal Mesh will be the same as the input Standalone Morph Target

Outputs

Parameter Description

Return Value

Standalone Morph Target Object Reference

Returns nullptr if duplicating fails.

Classic › Runtime › Project

Project Standalone Morph Targets to Morph Targets

Projects an array of Standalone Morph Targets on a Target Mesh and creates Morph Targets on the Target Skeletal Mesh.

Projects an array of Standalone Morph Targets on a Target Mesh and creates Morph Targets on the Target Skeletal Mesh.
Morph Targets are projected on all Target Mesh LODs.
Projection is multi-threaded but can be very intensive on meshes with big data.

Unreal Engine 5.0.X requires Use GPU for computing morph targets disabled in project settings. This doesn't apply for UE 5.1 and above.

GPU morph targets computing settings

Creating Morph Targets at runtime will invalidate existing Morph Targets available in editor.

Create Morph Targets at runtime from Mesh Files

You can learn more about Standalone Morph Targets here.

Inputs

Parameter Description

Morph Targets

Array of Standalone Morph Target Object References

Standalone Morph Targets to project.

Target Mesh

Skeletal Mesh Object Reference

Target Mesh to project Standalone Morph Targets on.

Max LOD

Integer

Maximum LOD Index on the Target Mesh to project the Morph Targets

Vertex Threshold

Float (double-precision)

Maximum Distance threshold between a vertex in the target mesh and a vertex in source mesh, at which they are considered to be correspondent.

Normal Incompatibility Threshold

Float (double-precision)

Normal threshold at which a triangle is deemed as incompatible. This helps to avoid triangle flipping during Projection.

Smooth Iterations

Integer

Smooth Iterations steps used to Smooth the resulted Projected Deltas.

Smooth Strength

Float (double-precision)

Smooth Strength used to Smooth the resulted Projected Deltas.

Smooth Type

EMeshMorpherSmoothTypes Enum

Smooth Type used to Smooth the resulted Projected Deltas.

Outputs

Parameter Description

Return Value

Boolean

Returns true if at least one Morph Target was successfully created.

Classic › Runtime › Project

Project Standalone Morph Targets

Projects an array of Standalone Morph Targets on a Target Mesh and creates Standalone Morph Targets.

Projects an array of Standalone Morph Targets on a Target Mesh and creates Standalone Morph Targets.
Morph Targets are projected on all Target Mesh LODs.
Projection is multi-threaded but can be very intensive on meshes with big data.

Create Morph Targets at runtime from Mesh Files

You can learn more about Standalone Morph Targets here.

Inputs

Parameter Description

Outer

Object Reference

Outer used for the resulted Standalone Morph Targets created during Projection.

Morph Targets

Array of Standalone Morph Target Object References

Standalone Morph Targets to project.

Target Mesh

Skeletal Mesh Object Reference

Target Mesh to project Standalone Morph Targets on.

Max LOD

Integer

Maximum LOD Index on the Target Mesh to project the Morph Targets

Vertex Threshold

Float (double-precision)

Maximum Distance threshold between a vertex in the target mesh and a vertex in source mesh, at which they are considered to be correspondent.

Normal Incompatibility Threshold

Float (double-precision)

Normal threshold at which a triangle is deemed as incompatible. This helps to avoid triangle flipping during Projection.

Smooth Iterations

Integer

Smooth Iterations steps used to Smooth the resulted Projected Deltas.

Smooth Strength

Float (double-precision)

Smooth Strength used to Smooth the resulted Projected Deltas.

Smooth Type

EMeshMorpherSmoothTypes Enum

Smooth Type used to Smooth the resulted Projected Deltas.

Outputs

Parameter Description

Out Morph Targets

Array of Standalone Morph Target Object References

Resulted Standalone Morph Targets.

Classic › Runtime › Create from Mesh Files

Create Morph Target from Mesh Files

Grabs the deltas between Base and Morph files and projects them on the Target Mesh and creates a Morph Target on the Target Skeletal Mesh.

Grabs the deltas between Base and Morph files and projects them on the Target Mesh and creates a Morph Target on the Target Skeletal Mesh.
This node requires Base and Morphed files to be FBX/OBJ format.
Base and Morphed files are required to have same vertex count and order.
Morph Targets are projected on all Target Mesh LODs.
Projection is multi-threaded but can be very intensive on meshes with big data.

Unreal Engine 5.0.X requires Use GPU for computing morph targets disabled in project settings. This doesn't apply for UE 5.1 and above.

GPU morph targets computing settings

Creating Morph Targets at runtime will invalidate existing Morph Targets available in editor.

Create Morph Targets at runtime from Mesh Files

Inputs

Parameter Description

Base File

Mesh Morpher FBXInput Structure (by ref)

FBX File and Import Settings of the Base FBX.

Morphed File

Mesh Morpher FBXInput Structure (by ref)

FBX File and Import Settings of the Morph FBX.

Name

Name

Morph Target Name.

Target Mesh

Skeletal Mesh Object Reference

Target Mesh to project Standalone Morph Targets on.

Max LOD

Integer

Maximum LOD Index on the Target Mesh to project the Morph Targets

Vertex Threshold

Float (double-precision)

Maximum Distance threshold between a vertex in the target mesh and a vertex in source mesh, at which they are considered to be correspondent.

Normal Incompatibility Threshold

Float (double-precision)

Normal threshold at which a triangle is deemed as incompatible. This helps to avoid triangle flipping during Projection.

Smooth Iterations

Integer

Smooth Iterations steps used to Smooth the resulted Projected Deltas.

Smooth Strength

Float (double-precision)

Smooth Strength used to Smooth the resulted Projected Deltas.

Smooth Type

EMeshMorpherSmoothTypes Enum

Smooth Type used to Smooth the resulted Projected Deltas.

Outputs

Parameter Description

Return Value

Boolean

Returns true if the Morph Target was successfully created.

Classic › Runtime › Create from Mesh Files

Create Standalone Morph Target from Mesh Files

Grabs the deltas between Base and Morph files and projects them on the Target Mesh and creates a Standalone Morph Target.

Grabs the deltas between Base and Morph files and projects them on the Target Mesh and creates a Standalone Morph Target.
This node requires Base and Morphed files to be FBX/OBJ format.
Base and Morphed files are required to have same vertex count and order.
Morph Targets are projected on all Target Mesh LODs.
Projection is multi-threaded but can be very intensive on meshes with big data.

Create Morph Targets at runtime from Mesh Files

You can learn more about Standalone Morph Targets here.

Inputs

Parameter Description

Outer

Object Reference

Outer used for the resulted Standalone Morph Targets created during Projection.

Base File

Mesh Morpher FBXInput Structure (by ref)

FBX File and Import Settings of the Base FBX.

Morphed File

Mesh Morpher FBXInput Structure (by ref)

FBX File and Import Settings of the Morph FBX.

Name

Name

Assigned Morph Target Name.

Target Mesh

Skeletal Mesh Object Reference

Target Mesh to project Standalone Morph Targets on.

Max LOD

Integer

Maximum LOD Index on the Target Mesh to project the Morph Targets

Vertex Threshold

Float (double-precision)

Maximum Distance threshold between a vertex in the target mesh and a vertex in source mesh, at which they are considered to be correspondent.

Normal Incompatibility Threshold

Float (double-precision)

Normal threshold at which a triangle is deemed as incompatible. This helps to avoid triangle flipping during Projection.

Smooth Iterations

Integer

Smooth Iterations steps used to Smooth the resulted Projected Deltas.

Smooth Strength

Float (double-precision)

Smooth Strength used to Smooth the resulted Projected Deltas.

Smooth Type

EMeshMorpherSmoothTypes Enum

Smooth Type used to Smooth the resulted Projected Deltas.

Outputs

Parameter Description

Morph Target

Standalone Morph Target Object Reference

Resulted Standalone Morph Target.

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.

Create Morph Targets at runtime from Mesh Files

Inputs

Parameter Description

Skeletal Mesh

Skeletal Mesh Object Reference

Skeletal Mesh to Export.

File Path

String

Destination File Path.

LOD

Integer

The LOD to export. This is automatically clamped to match the skeletal mesh.

Export Welded

Boolean

Whether to export a welded mesh.

Show Progress in PIE

Boolean

Whether to display the progress bar in PIE.

Outputs

Parameter Description

Return Value

Boolean

Returns true if exported successfully.

Classic › Runtime › Utilities

Get Morph Targets Names

Retrieve all Morph Targets Names from a Skeletal Mesh.

Create Morph Targets at runtime from Mesh Files

Inputs

Parameter Description

Skeletal Mesh

Skeletal Mesh Object Reference

Skeletal Mesh to retrieve Morph Targets names from.

Outputs

Parameter Description

Names

Array of 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

Create Morph Targets at runtime from Mesh Files

Inputs

Parameter Description

Skeletal Mesh

Skeletal Mesh Object Reference

Skeletal Mesh to search on.

Name

Name

The Name to search for

Outputs

Parameter Description

Return Value

Morph Target Object Reference

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.

Create Morph Targets at runtime from Mesh Files

Inputs

Parameter Description

Skeletal Mesh

Skeletal Mesh Object Reference

Skeletal Mesh to remove from.

Name

Name

The Name of the Morph Target to be removed

Outputs

Parameter Description

Return Value

Boolean

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

Object Reference

Outer used for the duplicate Skeletal Mesh

SkeletalMesh

Skeletal Mesh Object Reference

Skeletal Mesh to duplicate

bNeedsCPUAccess

boolean

Whether to enable CPU Access for the duplicate mesh

Outputs

Parameter Description

Return Value

Skeletal Mesh Object Reference

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