> For the complete documentation index, see [llms.txt](https://conusyntax.gitbook.io/products/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://conusyntax.gitbook.io/products/sculpt-mode.md).

# Sculpt Mode

Allows players to interactively reshape character mesh features and proportions by directly clicking and dragging designated pins attached to the mesh.

### Interactive Mesh Sculpting Setup

The sculpting system utilizes a combination of **Skeleton Sockets** (to position the interactive pins) and **Data Assets** (to link the pin to specific Morph Targets).

#### 1. Placing Sculpt Sockets on the Mesh

To define where an interactive pin should appear on the Character:

1. Open the **Skeletal Mesh** asset you wish to make sculptable.

<figure><img src="https://1883754984-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6EcXMpvBDtWhtztAbvO1%2Fuploads%2FzPLtM2UY9ptkJMSsXzOr%2FSkeletal%20Mesh%20Skeleton.jpg?alt=media&amp;token=607237f0-b8f1-49e5-9b1b-3dfc4c29e595" alt=""><figcaption></figcaption></figure>

2. Open the **Skeleton** asset associated with that mesh.
3. Locate the target bone (e.g., a head bone), right-click it, and select **Add Socket**.

<figure><img src="https://1883754984-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6EcXMpvBDtWhtztAbvO1%2Fuploads%2FThE91knEpVdYBpxwSKK5%2FAdd%20Socket%20to%20Bone.jpg?alt=media&amp;token=a8dbc494-816b-4f3f-8233-0c0b046a8d22" alt=""><figcaption></figcaption></figure>

4. Translate and position the new socket to the exact surface location where the visual interaction pin should appear.
5. Give the socket a descriptive name (e.g., NosePin).

<figure><img src="https://1883754984-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6EcXMpvBDtWhtztAbvO1%2Fuploads%2F2piWBLWvSCtKHzeNCAWD%2FPlace%20and%20Name%20Pin.jpg?alt=media&amp;token=43870dd9-5ad0-48fe-929d-efe013bda1a4" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
This workflow can be repeated across any skeletal mesh component attached to your Character.
{% endhint %}

#### 2. Mapping Sockets to Morph Targets

Once the sockets are created, you must map them to the corresponding morph targets that control the mesh deformation:

1. Navigate to **Data/DataAssets** and open **DA\_Character\_Sculpt** (If creating a new one, select **PDA\_CharacterSculptConfig** as the base class).
2. Add a new element to the map:

* **Key**: Enter the exact identifier **Slot Name** for the target skeletal mesh component (e.g., Face, or Body).
* **Socket Name**: Type the exact name of the skeleton socket you created in **Step 1** (e.g., NosePin).
* **Horizontal Morph Target**: Specify the Morph Target name that should activate when dragging left/right.
* **Vertical Morph Target**: Specify the Morph Target name that should activate when dragging up/down.
* **Sensitivity**: Adjust the multiplier value to control how fast or slow the morph targets deform relative to player mouse movement.

<figure><img src="https://1883754984-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6EcXMpvBDtWhtztAbvO1%2Fuploads%2Fnijtz8M6MvILW3Hwqhd1%2FDA_Character_Sculpt.png?alt=media&amp;token=1497c76b-8aad-4364-b106-fbc295d037cb" alt=""><figcaption></figcaption></figure>

#### 3. Linking to the Character Blueprint

1. Open your **Character Blueprint** and select the **BP\_CustomizationComponent**.
2. In the **Details**, go to **Customization Component** ➞ **Character Sculpt Data Asset**.
3. Assign your newly configured asset to it.

<figure><img src="https://1883754984-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6EcXMpvBDtWhtztAbvO1%2Fuploads%2FbxyhYrdUZkkeh6WXXsog%2FAdd%20Data%20Asset%20to%20Customization%20Component.jpg?alt=media&amp;token=de9b1391-bf38-4237-9bd8-269aa69b3be3" alt=""><figcaption></figcaption></figure>

#### Testing Sculpt Mode

Press **Play** in the editor and click the **Sculpt Mode** icon in the creator's sidebar. If the interactive pins spawn correctly on the Character, you can now click and hold them to dynamically blend your Character's morph targets.

<div><figure><img src="https://1883754984-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6EcXMpvBDtWhtztAbvO1%2Fuploads%2FyLPnstJyKCp9mXvcvHev%2FSculpt%20Pins%20Spawned.jpg?alt=media&amp;token=fe4289f2-462c-4609-8e96-1b393da3a8ac" alt=""><figcaption></figcaption></figure> <figure><img src="https://1883754984-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6EcXMpvBDtWhtztAbvO1%2Fuploads%2FQsjakMlx3mxMcFuTU6r5%2FSculpt%20Test.jpg?alt=media&amp;token=96502d8f-9353-40a4-a3fd-d4d6b46bfe0a" alt=""><figcaption></figcaption></figure></div>
