MorphTargets and Performance

I am wondering, is it a good idea to have up to 100 active morph targets on a skeletal mesh? Does the engine buffer the fully morphed mesh or does it constantly apply each morph on rendering? In that case, would it be better to make a copy of the mesh, morph it once (they are mostly body-morphs that should keep their value/weight) procedurally and use it without actual morph targets?

Not that I expect to actually get an answer for once, but since asking is still free, I’ve got another related question:

Do normals/tangents get updated when applying morph-targets? I noticed there’s really just the delta-position for vertices inside a morph-target, so I’m wondering if normals are just kept the way they were, even though that would probably look pretty wrong.

b u m p .