I’d like to use custom vertex animations with the groom system - that is, deform my object’s vertices and have the roots of the groom move too, respecting the deformation.
Currently it looks like the groom system is hard coded to use the GPUSkinCache, so the groom system can only use vertices skinned by UE4’s GPU Skinning code. Is there any way I can specify my own vertices?
I had thought about modifying a Skeletal Mesh Component’s entry in the Skin Cache, but GPUSkinCache.cpp seems like a black box with no way for me to do this?
GetDynamicMeshElements() allows me to specify my own vertices, so it would be great if the groom took the data from there.
Cheers,
Andy