# Mutable Plugin 5.8 Mesh Reshape works correctly with body morphs, but Modifiers (Clip Mesh With Mesh) produce geometry artifacts on the reshaped mesh 

**URL:** <https://forums.unrealengine.com/t/mutable-plugin-5-8-mesh-reshape-works-correctly-with-body-morphs-but-modifiers-clip-mesh-with-mesh-produce-geometry-artifacts-on-the-reshaped-mesh/2836644>\
**Category:** Pipeline & Plugins\
**Tags:** unreal-engine, question\
**Created:** [October 2, 2026, 6:19pm UTC](https://forums.unrealengine.com/t/mutable-plugin-5-8-mesh-reshape-works-correctly-with-body-morphs-but-modifiers-clip-mesh-with-mesh-produce-geometry-artifacts-on-the-reshaped-mesh/2836644 "2026-10-02T18:19:33Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![KraitStudios](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KraitStudios](https://forums.unrealengine.com/u/KraitStudios)\
**Post date:** [October 2, 2026, 6:19pm UTC](https://forums.unrealengine.com/t/mutable-plugin-5-8-mesh-reshape-works-correctly-with-body-morphs-but-modifiers-clip-mesh-with-mesh-produce-geometry-artifacts-on-the-reshaped-mesh/2836644/1 "2026-10-02T18:19:34Z")

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I have a body Skeletal Mesh with a “Fat” morph target, exposed as a Float Parameter. I’m using a **Skeletal Mesh Reshape** node to transfer that body deformation to an armor piece, using the neutral body as Base Shape and the morphed body as Target Shape (via a Mesh Morph node connected to the same Float Parameter).

On its own, this works correctly — the armor deforms along with the body as expected, with Reshape Vertices and Recompute Normals enabled.

**The problem:**

As soon as I add a Clip Mesh With Mesh modifier (or Remove Mesh Blocks) to the same armor piece, I get severe geometry artifacts — long degenerate spikes/triangles stretching out from the mesh (see attached screenshot). This happens regardless of the morph parameter’s value
