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Skeletal Morphing

This example shows the most basic Skeletal Morphing capabilities. It simply plays two different Skeletal Morphs alternating between eachother after three seconds.
You can see how we setup all the bones that should get morphed with their respective Target Transforms.
We also defined the Capsule Collider Half Height & Radius. If you use a Character, this will adjust the colliders size so you can just morph without thinking about the collisions.

SkeletalMorphBP.webp