I’m trying to make a system that will assemble a modular weapon from various parts. Meshes are made in Blender.
Part of the system would adjust the scale/shape of certain parts based on the parameters of other parts. For example, the shape of the pommel would affect the shape of the hilts end, etc.
What I’ve noted is that importing a Skeletal Mesh with Morph Targets means there’s no Root Node, and adding sockets are met with multiple issues. Aside from being stretched/scaled wrong, trying to move the socket to the correct position on the Z axis causes it to shoot off a million meters in one direction.
I’m still somewhat of an amateur in both Unreal and Blender, and I was hoping someone with more experience with either of these programs might have an idea about how I could resolve this. My best guess is it’s something to do with how I’m exporting/importing the Skeletal Meshes but I don’t know enough to know which setting is responsible.
Screenshots Below;
(Mesh in Blender)
(Original Mesh - No Shape Keys)
(Original Mesh - Preview of Attached Meshes)
(Skeletal Mesh, with Shape Keys - Issue with Socket shown)



