Morph target performance question.

That’s interesting! So it looks like large amount of morph targets shouldn’t be a problem if they are not actively modified.
For example, if we have an in-game character creator with many morphs (things like head shape, muscle definition, etc.) that are used only during character creation process, we can probably still use the same character with all the morphs in gameplay, right…? They’d just be unused.

I’ve just found this plugin for baking morphs: Morph Tools Plugin - Marketplace - Epic Developer Community Forums
… So it looks like even if morphs are not used, they still impact performance…? I’ll need to test that, I’m quite lost here.

@ Regarding the first video, do you use the new 4.24 hair simulation there? Looks very nice.