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Is it possible to bake down morph targets?

I was researching using blendshapes for character customization. My concern is that the final character would be very heavy with a bunch of facial morph target tweaks. I was wondering if there was a way to bake that information down.

I was thinking like having a character loaded in with a bunch of shapes into a character creation screen. Once the player tweaks all the settings for the face, body shape, etc, all that vertex deformation data could then be baked down into a new uasset so in-game it wouldn't need to computer all that blendshape data.

Is anything like that possible out-of-the-box?

Product Version: UE 4.17
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asked Aug 29 '17 at 10:58 PM in Using UE4

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Spectral Ink
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avatar image SComplex Dec 27 '18 at 04:27 PM

Wish this had an answer -- I have the exact same question!

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