I created an asset with a morph goal in Blender. I used to be practising exporting my property to FBX and importing them into Unreal Engine as Skeletal Meshes. Nonetheless, I discovered that when my Skeletal Mesh’s Morph Goal animation was working, the mesh’s shading was totally different than anticipated. When my skeletal mesh modifications by its morph goal, it appears to be like just like the shading of fundamental form is baked. I googled for days and tried quite a few mixtures of output/enter choices, however in the long run failed to resolve the shading drawback.
How can I make the shading of the Skeletal Mesh change by the MorphTarget seem like Blender? I need assistance!