Possible to Line Trace on Mesh Deformation?

I have a mesh with blendshapes as a SkeletalMesh in Unreal and I want to line trace on the mesh itself but I noticed that I am not able to dynamically update the collider on this mesh based on the deformation, is there a way I can line trace directly on to the mesh instead of on its collider?

I am currently trying to get the vertex data myself and using my own line intersection on each individual triangle check if it hits anything. Would this be way to go?

To specify on the mesh deformation. We are using morph targets to deform the mesh but the mesh itself contains no bones.

Hey there @TristanAVR! Welcome to the community! So you won’t be able use pure collisions for checking the morph target hits. Though if I remember correctly, you could check your vertex positions, as I do believe their movement is actually read when MTs are active.

Here’s a thread showing off how to get the SKM vertex positions with some custom code:

Hope this helps! Let me know how it goes, I’m interested in the outcome!

From what I can tell this does not get the vertex data of the applied morph target at runtime.

What the mesh looks like with the morph target set to 0:

What the mesh looks like with the morph target set to 1 and the vertex data retrieved from “ComputeSkinnedPositions”

I would expect it to show the deformations so I am not really sure what’s wrong here