# Create Morph Target

<div align="left"><figure><img src="/files/I9EesshS25kiRJfCzmKE" alt=""><figcaption></figcaption></figure></div>

```
/**
 * Node that creates a morph target from mesh differences.
 * 
 * Computes the delta between a base mesh and a modified mesh,
 * saving the result as a morph target on the skeletal mesh.
 * 
 * Usage:
 * 1. Connect base mesh and modified mesh
 * 2. Set morph target name
 * 3. Click Apply to create morph target
 */
```

| Parameter                                                      | Description                                                                                                                                   |
| -------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------- |
| <p>SkeletalMesh</p><p><code>mesh</code></p>                    | Reference to the skeletal mesh asset.                                                                                                         |
| <p>LODIndex</p><p><code>integer</code></p>                     | Selected LOD Index. Must be valid.                                                                                                            |
| <p>MorphTargetName</p><p><code>name</code></p>                 | Name of the morph target to be created.                                                                                                       |
| <p>bUseDualQuaternionSkinning</p><p><code>boolean</code></p>   | Whether to use dual quaternion skinning when applying bone transforms                                                                         |
| <p>bApplyToLODs</p><p><code>bool</code></p>                    | If true, applies the morph target to all LODs of the mesh.                                                                                    |
| <p>VertexThreshold</p><p><code>float</code></p>                | Maximum Distance threshold between a vertex in the target mesh and a vertex in source mesh, at which they are considered to be correspondent. |
| <p>NormalIncompatibilityThreshold</p><p><code>float</code></p> | Normal threshold at which a triangle is deemed as incompatible. This helps to avoid triangle flipping during Projection.                      |
| <p>SmoothType</p><p><code>enum</code></p>                      | Smooth Type used to Smooth the resulted Projected Deltas.                                                                                     |
| <p>SmoothStrength</p><p><code>float</code></p>                 | Smooth Strength used to Smooth the resulted Projected Deltas.                                                                                 |
| <p>SmoothIterations</p><p><code>integer</code></p>             | Smooth Iterations steps used to Smooth the resulted Projected Deltas.                                                                         |


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