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UAnimInstance::SetMorphTarget

function Engine Blueprint Since 4.0
#include "Animation/AnimInstance.h"
Access: public Specifiers: ENGINE_APIBlueprintCallableUFUNCTION

Description

Sets the blend weight of a named morph target on the owning skeletal mesh. Used to drive facial expressions, muscle flex shapes, or any blend shape authored in the mesh.

Caveats & Gotchas

  • Morph targets driven via this function will be overridden by any morph target curves playing in the active animation. If you see your values being reset every frame, a running animation is likely writing to the same curve.
  • The name must exactly match the morph target name defined in the skeletal mesh asset (case-sensitive in some engine builds). A typo silently does nothing — no warning is emitted.

Signature

ENGINE_API void SetMorphTarget(FName MorphTargetName, float Value);

Parameters

Name Type Description Default
MorphTargetName FName Name of the morph target as defined in the skeletal mesh asset.
Value float Weight in the range [0.0, 1.0]. 0 is the base shape, 1 is fully morphed.

Return Type

void

Example

Drive a smile morph target from gameplay C++
void UMyAnimInstance::SetHappiness(float HappinessAlpha)
{
	SetMorphTarget(FName("Smile"), FMath::Clamp(HappinessAlpha, 0.f, 1.f));
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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