Hi Community and UE Team,
I have a quick question regarding USkeletalMesh. I was wondering where one needs to store Morph Target data to have it be persistent between unreal editor sessions.
I currently have code that merges multiple Skeletal Meshes together and saves out the data onto the FSkeletalMeshLODModel which allows it to be loaded again in the next sessions.
I have some simple tests with baking down SKMs which are working, and are persistant.
The trouble I face at the moment is when I add a Morph target using C++
```C++
auto* MorphTarget1 = NewObject(MergeMesh, “Section0”);
auto* MorphTarget2 = NewObject(MergeMesh, “Section1”);
MorphTarget1->PopulateDeltas({FMorphTargetDelta({0.f,1.f,0.f},{0.f,0.f,1.f}, 0)}, 0,MergeMesh->GetImportedModel()->LODModels[0].Sections, true);
MorphTarget2->PopulateDeltas({FMorphTargetDelta({0.f,0.f,1.f},{0.f,0.f,1.f}, 0)}, 0,MergeMesh->GetImportedModel()->LODModels[0].Sections, true);
MergeMesh->RegisterMorphTarget(MorphTarget1, false);
MergeMesh->RegisterMorphTarget(MorphTarget2, false);
MergeMesh->InitMorphTargetsAndRebuildRenderData();
```
The Morph targets are added and I can test activate them and see the first vertex being modified. When I start editor again the blendshapes are no longer added.
Any help will be greatly appreciated
Thanks