Mesh with "different scaling" on both ends

for example: Say that I have bricks and I want to make an arch.

23150-spey1.png

As you can see, the top end of brick is wider than the bottom one. Is there a way to do that dynamically ingame in unreal engine? I can do the math, I just don’t know if I can deform static mesh in that way.

Thanks, this could work very well for me. Just quick question though: can I do it with instances (or can I instance outcome)?

Hi Gonzi,

To have your mesh ‘change’ from one object to another is called morphing. Unreal now has two types of ‘morph targets,’ Static Meshes and Skeletal Meshes. What a morph target is essentially, is a blend between your final outcome of your assets and its original structure. In other words, you generally need two models, one to be set as your original, and the other as your ‘morph target’ in which the asset will change.

You then need to set up in either an actor blueprint, or the level blueprint, for the object to morph over a set period of time. Usually creating a timeline and setting it to morph over a zero to one time frame is a good place to start. Make sure the track is linear and goes from a zero value to a one value.

There are examples of Morph Targets in the Content Examples project which is free to you via the Learn tab of the Unreal Engine launcher. Here is some helpful documentation on morph targets as well.

Morph Target Documentation

Blueprint Set Up

Thanks and I hope this helps get you on your way to getting your desired outcome.

Cheers,

I do not see why you wouldn’t be able to, and if that wouldn’t be a more efficient way to reproduce the morph throughout your level. You might just have to test it out and see what works best for you!

Let me know if you are able to do so though, I am curious to know.

Good luck!