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animation morphs target direct in sequencer

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    animation morphs target direct in sequencer

    Hi. Is it possible that in future versions in Unreal engine 4 to add direct access to the animation morph target of skeletal mesh in the sequencer menu? And what options are there now to do this in the sequencer. What tools through?

    #2
    It's a little heavy handed but you can use a proxy variable and drive the morph via you AnimBP's Update Animation event.

    In your ABP create a float variable and make sure it's exposed to cinematics. Then update the morph value.


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    Obviously make sure the AnimBP is assigned to your Character in the level.

    Then in your Sequence timeline
    * Drag in you your Character.
    * Add tracks for Skeletal Mesh Component -> Animation BluePrint -> Exposed variable

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    Then drive it via a curve as normal. The morph won't play back when scrubbing, but it will when you "play" your level.

    A.

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      #3
      Thank you very much!

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        #4
        Hi again. Tested this variant of animation morph targets in sequencer. It is not real comfortable but this is not the worst. I also started using a new hair groom system, unfortunately, it does not respond to geometry changes from animating morphs through this way of animation. I think that it’s important to add the work with morphs directly to the functionality of the sequencer

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