Deformer Graph and Vertex Position, Bone to Follow Vertex ID even with Mesh Deformation

Hey folks,

I’m Lele, and i’m a beginner game developer. I’m making my first game from scratch and i immediately ran into one if not the most complex development walls. So i have a problem with certain things about objects and or bones following a deforming mesh (no driving bone morph targets). Basically i want for example the l_hand or an accessory to follow a deforming mesh that is not driven by bones. Now here comes the catch, the deformation i would like the hand or an object to follow is an animation sequence consisting of multiple handcrafted morph targets, at least 20, the mesh is deforming in all sorts of directions and a simple vector wont suffice here. So i tracked down the exact vertex ID on the body i want the skeletal meshes own hand or accessory to follow. I’ve heard this can somewhat be done with Deform Graph, but didn’t get far… While i don’t know if this is even possible in any way, i would be satisfied with at least seeing if this works at all, all i want is for example the skeletal meshes own hand to touch its own mesh on the specified vertex, just to see if it even works this way. So I’m kindly asking you experienced fellas if you could help me out with it somehow?