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I created an asset with a morph goal in Blender. I used to be working towards exporting my belongings to FBX and importing them into Unreal Engine as Skeletal Meshes. However, I discovered that when my Skeletal Mesh’s Morph Target animation was operating, the mesh’s shading was completely different than anticipated. When my skeletal mesh adjustments by its morph goal, it appears to be like just like the shading of primary form is baked. I googled for days and tried quite a few mixtures of output/enter choices, however ultimately failed to resolve the shading drawback.

How can I make the shading of the Skeletal Mesh change by the MorphTarget appear like Blender? I need assistance!

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