Displacement maps for non static meshes

Hey there @kushifujisou! So the old way we used tessellation (what we used for displacement maps) actually got deprecated in UE5 in favor of nanite, so displacement mapping is used mostly in UE4 projects as of now. For UE4 projects you’d go to your materials data panel and enable a form of tessellation and you’d get a node on your material output to attach a displacement map to. This would work for SKMs, SMs, and really most anything you can add material to barring grooms. Here’s how you can use the world position offset for base displacement.

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