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Where in the C++ code are morph targets computed?

Hi all,

I am currently dissecting the unreal source code to try to understand the morph target system but so far I have learned very little.

I notice that the material system requires a bUsedWithMorphTargets flag to be set but I cannot identify where this flag is actually used and I also can't figure out where exactly the morph target animation is computed.

What I am wondering is:

  • Are the blendshapes computed on the CPU or GPU?

  • Where can I find the code where the combination of blendshapes is computed?

Can anyone help answer these questions, Best regards, Tim

Product Version: UE 4.9
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asked Jan 19 '16 at 05:53 PM in C++ Programming

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DevTad
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There are CPU and GPU versions of the blend shape renderer (depending on your target). The GPU entry point is in: UnrealEngine\Engine\Source\Runtime\Engine\Private\SkeletalRenderGPUSkin.cpp, in the 'Update' function. The morph target data calculation gets ultimate handled in UnrealEngine\Engine\Source\Runtime\Engine\Private\GPUSkinVertexFactory.cpp where you'll find 'Material->IsUsedWithMorphTargets()' referenced.

The animated vertex data for the blend shape is calculated in UnrealEngine\Engine\Source\Runtime\Engine\Private\Components\SkinnedMeshComponent.cpp. 'UpdateActiveVertexAnims' is the entry point there.

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answered Jan 19 '16 at 11:53 PM

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rantrod
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avatar image DevTad Jan 20 '16 at 11:40 AM

thanks, thats what I needed

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