I’m importing a height morph target and running into issues with the skeleton if I modified the morph.
It may be better to modify the bones directly in unreal instead of the morph target? If so, where is the best place to do it?
I read somewhere that ideally it can be done with a Posable Mesh, but it seems it lacks a lot of functionality. Another way to do it seems to be from the AnimBlueprint. With the later, Im a bit worried about the performance, also not sure how to access to the AnimBlueprint Graph from Cpp (or any other place where I can modify the bones).
A) Is there any way to keep remaped the bones with the morph target?
B) If not, would it be good idea to set it in the animation graph? If so, can it be done with Cpp? I don’t want to do it in the UpdateAnimation but set it once (or to drive it by a custom event).