Been working with morph targets in UE for a while, but since the unreal 5.5 update with the import changes I have been unable to use the Curve containers for the control rig. Instead, a bunch of strange values for hip fire and calf_l_back_50 have been showing up.
So I figure out that the problem is that curves are not in the skeleton if you import using 5.5.
The easiest solution is to import the skeleton with the morph targets into a 5.4 project, upgrade it to 5.5, then take that skeleton file and replace your projects skeleton file.
If that doesn’t work, you can add them all in manually by adding curves to the skeleton with the EXACT same name as the morph target. But hopefully the other method works.
I was just about to try that solution myself, but I thought I’d google a bit more first. lol
It’s super frustrating how broken importing is in 5.5. I got stuck with all my assets coming in with the same wrong name for a bit, and now I get my morphs imported, but the curves show all morph targets for every skeletal mesh now and not the one for the mesh I just imported. Yay Epic!
Heres how I went and resolved this on my project for anyone else that might need it, I am not an animator or a programmer so please let me know if there’s anything wrong with this approach:
(metahumans on my project need weighted normals, just because its not talked about current optimized metahumans that are not the Full Cinematic Metahumans do not have morph targets when imported, only cinematic metahumans have morph targets)
Standard Operating Procedure (SOP): Fixing Missing Morph Targets in Custom MetaHuman Assets
Purpose:
To ensure custom MetaHuman assets retain morph targets when imported into Unreal Engine by transferring shape keys from a high-quality cinematic MetaHuman to a target MetaHuman asset.
Materials/Tools Required:
Software:
Unreal Engine
Blender
FBX 2013.3 Converter (download from Autodesk website)
ShapeKeyWrap Plugin for Blender (download from GitHub)
Files:
Cinematic MetaHuman Quality FBX
Target MetaHuman Quality FBX
Procedure:
Step 1: Prepare Files
Download the Cinematic and Target MetaHuman Quality files.
Import the Target MetaHuman Quality files into your Unreal Engine project.
Note: Only Cinematic MetaHumans have morph targets; other quality levels may not.
Step 2: Export FBX Files
Export the following FBX files from Unreal Engine:
Target Quality MetaHuman
High-Quality Cinematic MetaHuman
Step 3: Convert FBX Files
Download and install the FBX 2013.3 Converter from the Autodesk website.
Convert both the Target and High-Quality Cinematic FBX files using the FBX 2013.3 Converter.
Step 4: Import and Modify in Blender
Import the Target FBX into Blender.
Make any necessary changes or apply modifiers (e.g., Decimate, Weighted Normals) that are incompatible with shape keys.