Hi, today I decided to try morph targets on my character’s leg, to inflate it a bit since the legs are a bit squashed when a character crouches.
Then I noticed that when Im crouched and I trigger a montage that only plays on the upper body (arms only), the leg starts deflating and inflates again then by the end of the montage the leg deflates and inflates again.
This leads me to believe that when the montage is blending in, unreal resets the morph target and tries to apply it again and the same is happening when it blends out.
However this only happens when you use animation curves!
If you just call a notify in the beggining of the animation and set the morph target to 1 right away, the morph target will be unaffected by the montage (working properly).
But this raises a bigger question for me, in this case I dont mind just setting the morph to 1 for the entire animation, but what if I am using multiple morphs in an animation that need to be toggled on and off in quick succession and I suddenly feel the need to use a montage?
I.e … I might be fixing the knees with morphs while I run and I decide to use a montage on the upper part of the body to draw a gun.
In this case the knees would pop in and out very quickly since it would try to blend in and out.
Whats the approach in this situation? Or am I doing something wrong?
I can provide footage if needed!