set_morph_target_generated_by_engine
Flag skeletal mesh morph targets as engine-generated across all LODs and save the asset, so tooling can distinguish generated morphs from imported source ones.
Instructions
Flag morph targets of a skeletal mesh asset as generated by engine tools rather than imported from a source file, on every LOD, then save the mesh (a failed save is an error). The flag is only ever set, never cleared; names not on the mesh are ignored, and an empty or missing list flags every morph. When any flag changes the engine runs PreEditChange/PostEditChange on the mesh, which rebuilds it. modified says whether anything changed; flagged lists every morph now marked on LOD 0. Names come from get_skeletal_mesh_morph_targets.
Returns: { skeletal_mesh_path: string, requested_count: int, named_list: bool, modified: bool, flagged: [string], note: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| morph_target_names | No | List of morph target names to flag; empty list = flag every morph on the mesh | |
| skeletal_mesh_path | Yes | Content path to the skeletal mesh asset |