Docs

Panels

What each of the six panels shows, how docking and layout behave, and how to get a closed panel back.

The six panels

All six panels live under one workspace category, Panels, and none of them can be turned into a floating sidebar drawer - they can only be docked, tabbed together, or torn off into a floating window.

Panel What it shows Closable
Viewport The source 3D preview, plus up to three node-driven strips that travel with it: a side tower panel, a per-tool strip above the viewport, and a node-provided tool toolbar below it. Each strip collapses to zero size when the selected node supplies no content for it. See Viewport and Sculpt Tools for what appears inside those strips. Yes
Target Viewport A second, read-only preview pane, for comparing a result against a reference side by side. Fully automatic - see Docking below. No
Graph The node canvas for whichever document tab is active - see Working in the Graph. Yes
Details The property editor for the single selected node or comment box, or an active tool's settings. Yes
Agentic The in-app AI assistant chat. Yes
Scene The outliner: everything currently in the preview scene. Yes

Details

With nothing selected, Details reads:

Select a node to edit its properties

With exactly one comment box selected, it becomes a Comment Box editor: Text (multi-line), Color (with a Pick... button), Position (X/Y), Size (W/H), and a Delete Comment button.

A multi-selection clears the panel. With a single node selected, Details adds an Actions section of clickable node actions - this is where action nodes run, see the Introduction - plus a per-node timing readout once the node has run.

A property that is currently driven by a connected pin is locked, with this tooltip:

Driven by the "{0}" pin - disconnect it to edit this value.

Scene

Columns: a visibility check box, Object (the object's name plus a role line), and an Isolate button. The header strip reads {N} object(s) and carries a Show All button.

Roles: Edit target, Target pane, Reference (view only), Animation (view only), Extra (view only).

When the list is empty:

No objects in the preview.

The preview shows the mesh pins of the node selected in the graph. Select a node that carries a mesh to populate this list.

When it is not empty, a footer reads:

Rows come from the selected graph node's mesh pins, so this list changes with the graph selection. Tools edit the "Edit target" row only.

Other exact strings:

Element Tooltip
Visibility check box Show or hide this object in the preview viewport.
Visibility check box, locked This is the mesh the active tool is editing, so it cannot be hidden. Close or accept the tool first.
Isolate / Exit (label flips) Show only this object. Press again to restore the previous visibility of every object.
Show All Leave isolate mode and make every object visible.

Visibility and isolate state reset every time the active document tab changes - they belong to the document, not to the app as a whole.

Docking

The panel area is a real dock area: panels can be resized, reordered, docked anywhere, tabbed together, and torn off into floating windows, in the packaged app and inside the editor alike.

Default arrangement: left column is Viewport, with Target Viewport as a closed second stack beside it; right column is Graph on top (70%) over a stack of Details / Agentic / Scene below (30%), with Details foregrounded.

Layout is remembered. The dock layout is written to MMAppLayout.json and flushed on window close, window deactivate (alt-tab) and window move. A saved layout that fails to parse falls back to the built-in default. Window position, size and maximised state are remembered too, though not while the window is minimised, and a saved size below 320x240 is rejected on the next launch. When Mesh Morpher is hosted inside the Unreal Editor, window geometry is not persisted.

Closing a panel does not destroy its state. Every panel wraps an existing widget, so closing its tab destroys only the tab shell - the panel and everything in it survives, and reopening it shows it exactly as you left it. Reopen a closed panel from the Window menu. Nothing reopens a closed panel on a passive event such as selecting a node - only three explicit gestures do: activating a tool foregrounds Details, clicking a document tab foregrounds Graph, and a viewport capture foregrounds Viewport. Floating panel windows are destroyed only on a real app or tab close, never on alt-tab.

Target Viewport manages itself. It opens by itself whenever the selected node has a "Secondary" preview mesh input pin - connected or not - or explicitly asks for it, and it removes itself when the selection changes to a node that does not. It starts empty until something is wired in, on purpose, so it does not pop open and shut while you make the connection. It has no close button, cannot be closed by middle-click, the tab-well menu or Ctrl+W, and does not appear in the Window menu at all.

There is no command to reset the layout back to the default arrangement. If your panels end up somewhere inconvenient, redock them by hand.