Morph targeting is done by the GPU / render thread, so there is no CPU / game thread position data available (as far as I know).
I found other solution (I baked morph as base in external package Blender -> import to UE4 as new character through FBX -> export character from UE as FBX (with pose I need) -> edit in 3ds Max to delete skeleton and use only mesh -> import to UE4 just mesh with applied morph and with my pose).
But now I have other issue. For some reason indices of vertices in your node don't match to coordinates after some number.
For example, I need track vertex with number 29479. I know that this vertex has next coordinates in OBJ file (x,y,z) 175.9547, 41.1285, 113.0462. But when I look in UE I see other coordinates (see attachment). Zeroes for "Get Static Mesh Vertex Locations" and completely different coordinates for "Animated Vertex Get Animated Vertex Locations".
But if I compare first 10 vertices, they are completely the same as in OBJ file.
Why this happens?
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