Editor-only node. Runs only in Mesh Morpher Graph inside the Unreal Editor, because it reads or writes Unreal Engine assets. Not available in the standalone Mesh Morpher Studio app.

The Export to Geometry Cache node
When to use it
Editor only. Bakes a streaming cache, with whatever sculpt or morph deltas are already riding on the pin, into a Geometry Cache asset in your project. Point it at an existing asset to replace its tracks in place, or leave the target empty and it asks where to put a new one.
This is the in-project counterpart to the Alembic and USD exports: those write a loose file for another application, this one leaves you an asset you can drop straight into a level or a sequence.
Constant topology only. Every frame has to carry the same vertex count, because that is what the engine's geometry-cache format stores. A cache whose topology changes between frames has to go out through Export to Alembic or Export to USD instead.
Pins
| Pin | Type | Description |
|---|---|---|
StreamingCache |
Streaming Geometry Cache | The animated cache to bake, sculpt and all. |
Settings
| Setting | Type | Description |
|---|---|---|
Target Cache |
Asset | The asset to overwrite. Leave it empty and you get asked where to put a new one. |
Start Frame |
Whole number | First frame to bake. Clamped to what the source actually has. |
End Frame |
Whole number | Last frame to bake, counted in. Leave it at -1 to run through to the end of the source. |
Use Custom Frame Rate |
True/False | Sets the playback rate yourself instead of taking the one the source reports. |
Custom Frame Rate |
Number | Frames per second the baked asset plays at. Every frame in the range still gets written, so a lower number plays the same animation slower rather than dropping anything. |
Position Precision |
Number | How finely vertex positions are stored, in centimetres. Smaller keeps more detail and makes a bigger asset. Push it up on a face and small motion like an eyelid or a lip corner starts to stair-step. |
Texture Coordinates Number Of Bits |
Whole number | How finely UVs are stored. Fewer bits shrinks the asset and makes textures creep as the cache plays. |
Available in Mesh Morpher Graph only. Compare the products.