Aha, yeah that would absolutely do it! I guess I was expecting there to be a more literal morph hookup. That does smoothen the process out notably. I was already using some controllers to do stuff like blend between different solvers. I just had a hard time figuring out how to get that to actually drive morphs.
Glad I can throw away the BP-update approach, since that only worked while the game was in simulate mode.
Looks like I couldn’t figure it out because of a bug(? probably), which is the same as what winterbaby encountered.
Looks like there’s -something- slightly wonky about it. But I figured it out @winterbaby
If you select a skeletal mesh, and right click -> create control rig, then all the morphs and etc get populated into the ‘Get/Set Curves’
That’s probably why I couldn’t figure it out myself the first time around, the control rigs don’t seem to update if you say, copy an existing control rig and swap out the mesh.
(Like if say, one started out by editing the Ue4 Mannequin control rig example.)