# (Solved) Morph targets not showing in curve containers for control rig in 5.5

**URL:** <https://forums.unrealengine.com/t/solved-morph-targets-not-showing-in-curve-containers-for-control-rig-in-5-5/2246345>\
**Category:** Character & Animation\
**Tags:** unreal-engine\
**Created:** [December 27, 2024, 9:52pm UTC](https://forums.unrealengine.com/t/solved-morph-targets-not-showing-in-curve-containers-for-control-rig-in-5-5/2246345 "2024-12-27T21:52:14Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![Raptagon\_Studios](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Raptagon\_Studios](https://forums.unrealengine.com/u/Raptagon_Studios)\
**Post date:** [December 27, 2024, 9:52pm UTC](https://forums.unrealengine.com/t/solved-morph-targets-not-showing-in-curve-containers-for-control-rig-in-5-5/2246345/1 "2024-12-27T21:52:14Z")

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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.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/a/c/7acbb870a97ff96084860c1750a7061b10b46338.jpeg)

This is despite them showing up and working as morph targets

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/7/2/2723dbbc08c78b1ef7e97f0b88490afcf2220be7.jpeg)

My whole character pipeline has been broken because of this so any help would be appreciated.

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**Author:** ![Raptagon\_Studios](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Raptagon\_Studios](https://forums.unrealengine.com/u/Raptagon_Studios)\
**Post date:** [December 28, 2024, 8:03pm UTC](https://forums.unrealengine.com/t/solved-morph-targets-not-showing-in-curve-containers-for-control-rig-in-5-5/2246345/2 "2024-12-28T20:03:01Z")

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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.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/c/1/7c167b993b0d2ee304d0aa552ae5aa2f3653bf30.jpeg)

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**Author:** ![samrat333](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@samrat333](https://forums.unrealengine.com/u/samrat333)\
**Post date:** [January 7, 2025, 4:57pm UTC](https://forums.unrealengine.com/t/solved-morph-targets-not-showing-in-curve-containers-for-control-rig-in-5-5/2246345/3 "2025-01-07T16:57:46Z")

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[Solved]  
disable interchange plugin solve [https://www.youtube.com/watch?v=38TeiHDt3HQ](https://www.youtube.com/watch?v=38TeiHDt3HQ)

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**Author:** ![UE\_FlavienP](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ue_flavienp/32/1194546_2.png) [@UE\_FlavienP](https://forums.unrealengine.com/u/UE_FlavienP)\
**Post date:** [January 21, 2025, 2:39pm UTC](https://forums.unrealengine.com/t/solved-morph-targets-not-showing-in-curve-containers-for-control-rig-in-5-5/2246345/4 "2025-01-21T14:39:45Z")

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Do you have a sample you can share with us so I can try to repro?

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**Author:** ![TorQueMoD](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/torquemod/32/710746_2.png) [@TorQueMoD](https://forums.unrealengine.com/u/TorQueMoD)\
**Post date:** [January 22, 2025, 10:22am UTC](https://forums.unrealengine.com/t/solved-morph-targets-not-showing-in-curve-containers-for-control-rig-in-5-5/2246345/5 "2025-01-22T10:22:21Z")

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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!

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**Author:** ![mrpdean](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mrpdean](https://forums.unrealengine.com/u/mrpdean)\
**Post date:** [January 23, 2025, 11:00am UTC](https://forums.unrealengine.com/t/solved-morph-targets-not-showing-in-curve-containers-for-control-rig-in-5-5/2246345/6 "2025-01-23T11:00:01Z")

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Yes, I reported a [similar problem](https://forums.unrealengine.com/t/5-5-not-able-to-import-animation-curves-since-5-3-5-5/2267442/8).

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**Author:** ![Gamador1984](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Gamador1984](https://forums.unrealengine.com/u/Gamador1984)\
**Post date:** [January 28, 2025, 6:35am UTC](https://forums.unrealengine.com/t/solved-morph-targets-not-showing-in-curve-containers-for-control-rig-in-5-5/2246345/7 "2025-01-28T06:35:43Z")

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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:**

1. **Software:**

2. **Files:**

* * *

### **Procedure:**

#### **Step 1: Prepare Files**

1. Download the **Cinematic** and **Target MetaHuman Quality** files.
2. 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**

1. Export the following FBX files from Unreal Engine:
  - Target Quality MetaHuman
  - High-Quality Cinematic MetaHuman

#### **Step 3: Convert FBX Files**

1. Download and install the **FBX 2013.3 Converter** from the Autodesk website.
2. Convert both the **Target** and **High-Quality Cinematic** FBX files using the FBX 2013.3 Converter.

#### **Step 4: Import and Modify in Blender**

1. Import the **Target FBX** into Blender.
2. Make any necessary changes or apply modifiers (e.g., Decimate, Weighted Normals) that are incompatible with shape keys.

#### **Step 5: Install ShapeKeyWrap Plugin**

1. Download the **ShapeKeyWrap** plugin from [GitHub](https://github.com/MykytaPetrenko/ShapeKeyWrap).
2. Install the plugin in Blender.

#### **Step 6: Transfer Shape Keys**

1. Import the **High-Quality Cinematic MetaHuman** FBX into Blender.
2. Select the **High-Quality Cinematic MetaHuman mesh** , then select the **Target MetaHuman mesh**.
3. Open the **Shape Key Wrap** menu from the tools panel on the right.
4. Click **Transfer Shape Keys** and wait for the process to complete.
5. Verify that the shape keys have been transferred to the **Target MetaHuman mesh** in the **Object Data Properties** tab.

#### **Step 7: Clean Up and Export**

1. Delete the **High-Quality Cinematic MetaHuman mesh** and its hierarchy.
2. Select the **Target MetaHuman Root node** , then Shift-select down to the **Target MetaHuman mesh**.
3. Export the **Target MetaHuman** as an FBX file with the following settings:
  - **General Tab:**
    - Limit to Selected Objects

  - **Geometry Tab:**
    - Smoothing: Face
    - Deselect Apply Modifiers
    - Enable Tangent Space

  - **Armature Tab:**
    - Deselect Add Leaf Bones

  - **Bake Animation Tab:**
    - Select only **Key All Bones** and **Force Start/End Keying**

#### **Step 8: Reimport into Unreal Engine**

1. In Unreal Engine, select the **Target Skeletal Mesh**.
2. Scroll down to the **File Path** submenu in the Details panel and select the newly exported **Target FBX** file.
3. Click **Reimport Mesh with Dialog** at the top of the Skeletal Mesh menu.
4. Configure the import settings as follows:
  - Use T0 as Ref Pose
  - Preserve Smoothing Groups
  - Import Meshes in Bone Hierarchy
  - Import Morph Targets
  - Normal Import Method: Import Normals and Tangents

5. Click **Import**.
  - If a material import fix menu appears, click **Reset to FBX**.

#### **Step 9: Verify and Test**

1. Check the **LOD0** and other LODs to ensure proper material assignments.
2. Test the asset in various scenes to confirm functionality.

* * *

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<div class="post-metadata">

**Author:** ![EventideDreams](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@EventideDreams](https://forums.unrealengine.com/u/EventideDreams)\
**Post date:** [May 16, 2025, 4:19pm UTC](https://forums.unrealengine.com/t/solved-morph-targets-not-showing-in-curve-containers-for-control-rig-in-5-5/2246345/8 "2025-05-16T16:19:58Z")

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im getting an oddly similar problem where, the morph targets do come in, but they don’t get translated into curves… so you end up having to create every single curve manually and match them to the morph targets.

Anyone has a clue why 5.5 doesn’t convert the morphs into curves automatically like in 5.4?

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**Author:** ![neeek](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@neeek](https://forums.unrealengine.com/u/neeek)\
**Post date:** [August 28, 2025, 5:14pm UTC](https://forums.unrealengine.com/t/solved-morph-targets-not-showing-in-curve-containers-for-control-rig-in-5-5/2246345/9 "2025-08-28T17:14:43Z")

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Ive managed to solve this issue of MT not getting auto converted to Curves (when import into 5.5)

Steps:

Disable all Interchange plugins (this will bring back the old import dialouge)

Import MT skel mesh with:

**Tick** Morph Targets

**Untick** Do not import curves with 0 values

Assign the target Skel you want the MT Curves created on

Now when you open that skel, it will show those MT under AnimCurves window

For my MT workflow, ive assign this skel to my PPanimbp, then add the MT curves to modify curve node (rt click, add pin) These MT Curves activate matching MT names on any other skel mesh (that has this skel and PPanimbp assigned)
