Question about morph targets animation

As for Morph Targets, I have some questions. If I have a mesh, some targets (assuming A) do not need animation to allow players to customize character images and use float set by players to control interpolation, these float will always remain unchanged in animation. Then there are other targets (assuming B) that are lip and expression, and these targets are encapsulated in the animation file. So in the animation file I use 3DS MAX, the value of A does not have any key frame, and keeps to 0. The value of B has a key frame, and changes with the animation. So can we make the value of A always be the floating point value set by the player (for example, the floating point value stored in character blueprint), rather than the zero value in the animation file? What about it?

Hello,

Did you ever find the answer you were looking for?

I believe you want to use a blueprint that connects to your skeletal mesh, and sets the morph target for A separate from the animation: