hello, after sometime i found out something really disappointing which unreal don’t have support in export morph targets which affect bones/joints.
characters like “daz characters” have some morphs which not only affect the mesh but also bone/joints like “height” morph or a morph for arms lengt and bla bla bla, when trying to export those morphs to unreal only the “mesh transform” is export and the bone transform is ignored leading to results like this
basically the mesh scale to the morph but the skeleton no, then you need to manually scale it inside unreal. while for some cases it can not be a big deal for others where you have like many morphs or more complicated morphs to work this missing stuff can be really annoying.
hmm still with this issue, no one know any work around to this issue i really would love it being implemented in unreal or at last a sort of plugin, or other way to work around it.
To my knowledge, the current approach is to get bone snapshot of the morph and vertex morph seperately and drive your bone snapshot from your vertex morph.
For this specific Daz case, since DAZ morph .dsf file contains all bone and vertex transform information, you can technically write a script to modify the skeletal mesh yourself. That will introduce other questions like how you remove the skinning and re-apply the skinning after bone transform (maybe through Skin Weight Profile, idk).