MorphCue

Play morph targets (blend shapes) right on your animation tracks: layered morphs with easing, loops, blend modes, presets, modular-character targeting, left/right mirror…

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MorphCue β€” screenshot 1
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Morph Cue notify state for animation sequences, montages and composites
Any number of morph layers per notify, each with its own values, easing and timing
Playback A, A to B, B to A and A to B to A
Ten easing functions (Linear, Sine, Quad, Cubic, Expo, Smooth Step) plus a custom…
Loops and per-layer windows inside the notify
Blend modes: Override, Additive and Multiply against the starting weight
$11.99

MorphCue lets animators drive morph targets exactly where the animation happens. Right-click a notify track in any animation sequence or montage, add a Morph Cue notify state, drag it over the frames you want and pick morph targets from a searchable list filled from the preview mesh. Blinks, smiles, breathing, muscle bulges, corrective shapes and cloth wrinkles play in sync with the animation without baking curves and without Blueprint or C++ logic.

Each Morph Cue holds any number of layers. A layer plays one morph target from value A to value B, from B to A, from A to B and back, or holds A, with one of ten easing functions or your own Curve Float. Layers can loop several times, play over only part of the notify, and combine with the current shape in Override, Additive or Multiply mode. When the notify ends - or the animation is interrupted - the morphs keep their final value, return to the value they had before, or reset to zero, as you choose.

Morph Cue Presets are data assets of named weights: build facial expressions, visemes or body shapes once and play them from a notify, from Blueprint or from C++. For modular characters, a cue can also drive every skeletal mesh attached to the playing mesh or every mesh on the actor, filtered by component tag. Mirroring swaps left and right tokens such as _L and _R in morph names, and random end values and random delays make repeated blinks and twitches look natural.

The Morph Cue Player component plays the same morphs at runtime without an animation: play, blend to a value, play a full layer, blend in or clear a preset, stop with or without restoring, and get an event when a morph finishes. A Blueprint function library lists morph targets, sets many weights at once, captures and resets weights, evaluates easings and mirrors names.

One notify can run on a whole crowd at the same time: MorphCue keeps a separate state for every mesh playing the animation. On UE 5.8 a cue can follow the animation's own time, so it respects play rate and editor scrubbing. The MorphCue.Debug console variable prints every weight written.

MorphCue is part of the Alpha XP collection for Unreal Engine 4.27 and 5.8. Every feature is exposed to Blueprints and C++, it ships with styled HTML documentation, and it is compiled and verified warning-free against clean UE 4.27 and UE 5.8 projects.

27Blueprint nodes
1Event
2Engine builds
2Platforms

Key features

  • Morph Cue notify state for animation sequences, montages and composites
  • Any number of morph layers per notify, each with its own values, easing and timing
  • Playback A, A to B, B to A and A to B to A
  • Ten easing functions (Linear, Sine, Quad, Cubic, Expo, Smooth Step) plus a custom
  • Loops and per-layer windows inside the notify
  • Blend modes: Override, Additive and Multiply against the starting weight
  • End actions: keep final value, restore previous value or reset to zero, also on
  • Morph Cue Preset data assets for expressions, visemes and body shapes
  • Modular characters: drive attached meshes or every mesh on the actor, with a component
  • Random end offset and random delay for natural variation
  • Left/right mirroring of morph names with configurable token pairs
  • Morph Cue Player component with play, blend, preset, stop and a finished event
  • Searchable morph picker in the details panel with free typing and unknown-name
  • Animation Time source that follows play rate and scrubbing (UE 5.8)
  • Correct on many characters at once (state per mesh)
  • Blueprint function library and C++ evaluation helpers
  • MorphCue.Debug console variable

Blueprint & C++ API

The API is organised into these entry points:

ClassTypeNodesUse it for
MorphCueLibraryFunction library12Blueprint helpers for morph targets.
MorphCueComponentActor component11Plays morph targets and presets from Blueprint or C++ without an animation: blinks, expressions, damage morphs, breathing. Ticks only while something is playing.
MorphCueNotifyStateAnim Notify State2Plays one or more morph targets over the frames this notify covers on an animation track.
MorphCuePresetData asset2A named set of morph target weights (an expression, a viseme, a body shape...). Play it from a Morph Cue notify, the Morph Cue Player component or the library.

Callable runs when executed Β· Pure no exec pin, returns a value

NodeTypeAvailable onDescription
Play Morph(Morph: Name, From: Float, To: Float, Duration: Float, Easing: Morph Cue Easing)CallableComponentPlays Morph from From to To over Duration seconds.
Blend Morph To(Morph: Name, Target: Float, Duration: Float, Easing: Morph Cue Easing)CallableComponentBlends Morph from its current weight to Target over Duration seconds.
Play Layer(Layer: Morph Cue Layer, Duration: Float, End Action: Morph Cue End Action)CallableComponentPlays a full layer (playback, loops, window, blend mode, variation) over Duration seconds.
Play Preset(Preset: Morph Cue Preset, Duration: Float, Weight: Float, Easing: Morph Cue Easing)CallableComponentBlends every morph of Preset from its current weight to its preset weight (scaled by Weight).
Clear Preset(Preset: Morph Cue Preset, Duration: Float, Easing: Morph Cue Easing)CallableComponentBlends every morph of Preset back to zero.
Stop Morph(Morph: Name, Restore: Boolean)CallableComponentStops Morph. Restore puts back the weight it had when it started.
Stop All(Restore: Boolean)CallableComponentStops everything. Restore puts back the weights the morphs had when they started.
Is Morph Playing(Morph: Name) β†’ BooleanPureComponentTrue while Morph is playing.
Get Playing Count() β†’ IntegerPureComponentNumber of morphs playing.
Set Target Mesh(Mesh: Skeletal Mesh Component)CallableComponentSets the mesh to drive at runtime (overrides Target Mesh Reference).
Get Target Mesh() β†’ Skeletal Mesh ComponentPureComponentThe mesh being driven.
Get Morph Target Names(Mesh: Skeletal Mesh Component) β†’ Array of NamePureStaticNames of every morph target of the mesh asset used by Mesh.
Get Morph Target Names From Asset(Mesh Asset: Skeletal Mesh) β†’ Array of NamePureStaticNames of every morph target of a skeletal mesh asset.
Set Morph Targets(Mesh: Skeletal Mesh Component, Values: Array of Morph Cue Value, Targets: Morph Cue Mesh Targets, Mesh Tag: Name)CallableStaticSets several morph target weights at once on Mesh and, optionally, its attached or sibling meshes.
Apply Preset(Mesh: Skeletal Mesh Component, Preset: Morph Cue Preset, Weight: Float, Targets: Morph Cue Mesh Targets, Mesh Tag: Name)CallableStaticApplies a preset instantly, scaled by Weight.
Capture Morph Targets(Mesh: Skeletal Mesh Component, Only Non Zero: Boolean) β†’ Array of Morph Cue ValueCallableStaticReads the current weight of every morph target of Mesh (only the non-zero ones by default).
Reset Morph Targets(Mesh: Skeletal Mesh Component, Targets: Morph Cue Mesh Targets, Mesh Tag: Name)CallableStaticClears every morph target weight on Mesh and, optionally, its attached or sibling meshes.
Evaluate Easing(Easing: Morph Cue Easing, Alpha: Float) β†’ FloatPureStaticEvaluates an easing function at Alpha (0-1). Custom Curve returns Alpha unchanged here.
Evaluate Layer(Layer: Morph Cue Layer, Time: Float, Duration: Float) β†’ FloatPureStaticPlayed value of Layer at Time seconds of a cue lasting Duration seconds.
Mirror Morph Name(Morph: Name, Pairs: Array of Morph Cue Mirror Pair) β†’ NamePureStaticSwaps the first matching left/right token in Morph (for example Brow_L to Brow_R).
Gather Target Meshes(Mesh: Skeletal Mesh Component, Targets: Morph Cue Mesh Targets, Mesh Tag: Name) β†’ Array of Skeletal Mesh ComponentCallableStaticThe meshes a cue started on Mesh would drive. Meshes other than Mesh must carry MeshTag when it is set.
To Morph Cue Name(Name: Name) β†’ Morph Cue NamePureStaticName to Morph Cue Name.
To Name(Morph: Morph Cue Name) β†’ NamePureStaticMorph Cue Name to Name.
Get Resolved Layers() β†’ Array of Morph Cue LayerPureAnim Notify StateLayers this cue will play: Layers plus the expanded preset, with names mirrored when Mirror is on.
Get Active Instance Count() β†’ IntegerPureAnim Notify StateNumber of meshes currently running this cue.
Get Value(Morph: Name, Default: Float) β†’ FloatPureData assetWeight of Morph in this preset, or Default when the preset does not contain it.
Has Morph(Morph: Name) β†’ BooleanPureData assetTrue when this preset contains Morph.

Events & delegates

Bind these in Blueprint (drag off the object β†’ Bind Event) or with AddDynamic in C++.

EventParametersWhen it fires
On Morph FinishedMorph (Name)Called when a morph finished playing (not when it was stopped).

Options & enums

EnumValues
PlaybackA A to B B to A A to B to A
EasingLinear Sine In Sine Out Sine In Out Quad In Quad Out Quad In Out Cubic In Out Expo In Out Smooth Step Custom Curve
Blend ModeOverride Additive Multiply
End ActionKeep Final Value Restore Previous Value Reset To Zero
Time SourceElapsed Time Animation Time
Mesh TargetsThis Mesh This Mesh And Attached Meshes All Meshes On Actor

Compatibility

UE 4.27MorphCue 4.27.zipUE 5.8MorphCue 5.8.zip

One ready-made build per engine version is included in the download β€” copy the one that matches your project.

PlatformSupported in
WindowsEditor & packaged
macOSEditor & packaged
ModuleTypeLoading phase
MorphCueRuntimeDefault
MorphCueEditorEditorDefault

Technical details

Code modulesMorphCue (Runtime), MorphCueEditor (Editor)
Blueprints0 Β· C++ classes: 4
Network replicatedNo
Development platformsWindows: Yes, Mac: Yes
Target build platformsWin64, Mac
Third-party softwareNo
Engine versionsUnreal Engine 4.27 Β· 5.8 β€” a build for each is included
C++ classes4 + 4 structs
Blueprint nodes27
Events1
DocumentationDocumentation.html (in the download)
DownloadMorphCue.zip Β· 135 KB
Versionv1.0.0

What's in the download

FileWhat it is
MorphCue 4.27.zipPlugin build for Unreal Engine 4.27
MorphCue 5.8.zipPlugin build for Unreal Engine 5.8
Documentation.htmlDocumentation (open in a browser)

Quick start

  1. Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
  2. Copy the MorphCue folder into your project's Plugins/ folder (create it if needed).
  3. Open the project, enable MorphCue under Edit β€Ί Plugins and restart the editor.
  4. Right-click in any Blueprint graph and search MorphCue β€” or include the public headers from C++.
  5. Package for your target platform (Windows, macOS).

Good to know

Built and verified warning-free for Unreal Engine 4.27 and 5.8. C++ classes: Morph Cue notify state, Morph Cue Preset (data asset), Morph Cue Player component and MorphCue Library. The editor module only adds the morph picker to the details panel. Morph targets are cosmetic and not replicated; notifies run wherever the animation plays. No content assets are included. The modules are enabled for Win64 and Mac; the code is platform-independent engine C++ with no OS-specific calls. Developed and maintained by Alpha XP.

Everything included

  • Morph Cue notify state for animation sequences, montages and composites
  • Any number of morph layers per notify, each with its own values, easing and timing
  • Playback A, A to B, B to A and A to B to A
  • Ten easing functions (Linear, Sine, Quad, Cubic, Expo, Smooth Step) plus a custom…
  • Loops and per-layer windows inside the notify
  • Blend modes: Override, Additive and Multiply against the starting weight
  • End actions: keep final value, restore previous value or reset to zero, also on…
  • Morph Cue Preset data assets for expressions, visemes and body shapes
  • Modular characters: drive attached meshes or every mesh on the actor, with a component…
  • Random end offset and random delay for natural variation
  • Left/right mirroring of morph names with configurable token pairs
  • Morph Cue Player component with play, blend, preset, stop and a finished event
  • Searchable morph picker in the details panel with free typing and unknown-name…
  • Animation Time source that follows play rate and scrubbing (UE 5.8)
  • Correct on many characters at once (state per mesh)
  • Blueprint function library and C++ evaluation helpers
  • MorphCue.Debug console variable

Platforms

WindowsmacOS

Requirements

  • Unreal Engine 4.27 and 5.8
  • Develop on Windows (Win64)
  • Blueprints and C++

In the download

FileMorphCue.zip
FormatZIP
Size135 KB
Versionv1.0.0
SHA-2566495358b131e8c66…

Personal

$11.99

One non-commercial project

  • 1 activation seat
  • 1 year of updates
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  • 14-day refund window
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Commercial

$59.99

Ship paid products

  • 5 activation seats
  • 1 year of updates
  • One paid end product
  • Unlimited end users
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  • Source files
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Extended

$189.00

Resell & white-label

  • Unlimited activation seats
  • Lifetime updates
  • Unlimited end products
  • White-label & resell
  • 1-hour SLA
  • Seat-free team use
  • 14-day refund window
Read the Extended terms

One purchase per product, no subscription. Each licence comes with a signed key β€” 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.

  1. v1.0.0Latest
    • Unreal Engine 4.27 and 5.8
    • Blueprint and C++ API, HTML documentation
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The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features β†’ In the download, so you can verify the file you receive.

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