Strange vertex mismatch of exported prop in Blender (custom morphs)
I'm trying to create a morph in Blender for a prop but I keep getting geometry mismatch errors when I load it in Morph Loader Pro. I'm able to create morphs for pretty much anything I've tried so far, characters, clothes, hair, other props, but this one prop is giving me trouble.
I exported the prop in base resolution as an obj file just like normal at 1% scale for Blender but when I imported it in Blender I noticed that the vertex count is slightly lower. However, if I import the same obj file in DAZ the vertex count matches the original item. So it comes out of DAZ with the correct number of vertices but for some reason changes when I import it in Blender. This is the only prop that I've found with this behavior, if I take another random prop and export it the vertex count will match in both Blender and DAZ and I'm able to create morphs with no problems.
What could be the cause of this? Do some props hidden properties that you need to change as well? or is this a problem with Blender or DAZ?

Comments
That sounds as if there may be isolated vertices, and Blender is removing them. Check to se if killing isolated vertices is an option in the Blender import settings and if it is turn it off.
In the case of OBJ to Blender: OBJ importer in Blender removes the unused vertices, most likely that could be the reason why you got "mismatch" message.
You can either try: Select the Prop, activate Geometry Editor , RMB menu in Viewport > Geometry Editing > Delete Unused Vertices. If it reports certain count of unused vertices, delete them, then it'll work.
Or, import the Prop to Blender by using Diffeomorphic Daz Importer, the unused vertices can be preserved.
Oh wow, that was the issue. Thank you!
I wasn't even expecting anyone to know the answer to this lol, I haven't seen it covered anywhere in any tutorial.
Although I didn't find the option to turn this feature off in Blender's import settings the issue was indeed isolated/unused vertices. Thanks!