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Export To Skeletal Mesh

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.

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.

Export To Skeletal Mesh node

The Export To Skeletal Mesh node

When to use it

A new Skeletal Mesh asset out of a mesh that carries bone attributes, plus a skeleton asset too if you do not supply one.

For a rig built inside the graph by Auto-Rig, Skeleton Edit or Auto-Skin, with no source asset to bake back into, this is the way out. When there is a source asset, use Bake Mesh.

The input has to actually have bones and weights. A static mesh gets refused rather than given a default skeleton.

How to use it

  1. 1

    Connect a mesh with bone data

  2. 2

    Optionally set a skeleton in the settings

  3. 3

    Click Export and choose the asset path

Pins

Pin Type Description
Mesh Mesh The mesh to turn into an asset. It has to carry bones already, or the export refuses it.

Settings

Setting Type Description
Skeleton Asset The skeleton the new asset binds to. Leave it empty and one gets built from the mesh's own bones and saved alongside. Pick one and its bones have to line up with the mesh exactly, same count, same names, same parents, or the export stops and tells you which bone disagreed.
Screen Size Per Platform Float How much of the screen the mesh has to fill before this LOD is used. Only one LOD gets made here, so this rarely matters.
LOD Hysteresis Number Slack around the LOD switch so the mesh does not flicker between levels when the camera sits right on the boundary.
Build Settings Settings The usual skeletal-mesh build options: normals, tangents, UV handling and the rest. Same set you would find on the asset itself.

Available in Mesh Morpher Graph only. Compare the products.