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Morph target not working in Construction Script

When I use a timeline in simulate or PIE the morphs work. But I can not get a morph to work in a construction script.

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asked Oct 16 '14 at 12:43 PM in Bug Reports

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Shoiko
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avatar image Shoiko Oct 16 '14 at 12:54 PM

alt text

I image of the dial I am trying to set the face morph before game play.

morph.png (2.1 MB)
avatar image Shoiko Oct 16 '14 at 06:28 PM

Is this a known issue or is this as designed?

avatar image Shoiko Oct 18 '14 at 10:02 PM

Anything on this?

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2 answers: sort voted first

Hey Shoiko,

Sorry for the delay in response. We were able to reproduce this issue internally, and I have entered a new bug report for our developers to look over (UE-4489). I will let you know when I see an update on this. Thanks for your report!

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answered Oct 21 '14 at 11:20 PM

avatar image Lord Pol Apr 29 '16 at 04:08 PM

Any news about this issue ? Was it fixed ?

avatar image Shoiko Apr 29 '16 at 04:21 PM

This was working in the following release. Have not tested this since though.

avatar image Lord Pol Apr 30 '16 at 02:22 AM

It seems not to work in 4.11

What did you do to show "morph" option at details panel? ( if you can remember )

avatar image Matt.Williams May 19 '16 at 04:21 PM

Hey Lord Pol,

Set Morph Target does not function in the Construction Script (and now cannot be added to it) because Set Morph Target requires a game tick before it can function.

-Matt W.

avatar image Xodroc Sep 28 '16 at 12:59 AM

I'm in 4.13 and just put a "set morph target" in the construction script. Is it an error that I was even able to add that node? So there's no solution for having a model default to a morphed shape in the editor? It works fine with EventBeginPlay instead, but not when simulating.

avatar image Matt.Williams Sep 29 '16 at 10:23 PM

Like I said before, Set Morph Target requires a tick to function. When it is used in the construction script, no such tick occurs (even in simulate).

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No idea if anyone still has this issue but in 4.16 at least (didn't test other versions) you can accomplish this by setting the morph target in the event graph of the anim blueprint instead.

In your main BP you can create a float variable named MorphValue and expose it (click eye icon). Then in your animation blueprint go to the event graph and hook up Event Blueprint Initialize Animation to Set Morph Target. If you don't have the initialize node you can right click and add it under Add Events.

Then for the value dragging (if needed) you can do Try Get Pawn Owner - Cast to your BP - Get MorphValue and hook that up to the value in the Set Morph Target node. You can also do this in a post process anim blueprint instead if you don't want to mess with your normal anim blueprint.

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answered May 22 '17 at 03:40 PM

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cyaoeu
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avatar image Matt.Williams Jun 23 '17 at 10:07 PM

Hey cyaoeu,

This is a know way of doing this and is what we were conveying in our responses. Set Morph target requires an in-game tick to function and, as such, will only work in the event graph. Thanks for following up!

-Matt W.

avatar image 6r0m Jun 12 '18 at 11:40 AM

Hey! Can you mark it as feature request?

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