I am looking at the repository trying to do what stag beetle has done here, but I am having some trouble.
engine_patch.7z is not a patch, it includes the full modified files. That being the case I am having great difficulty determining what was changed to enable these vertex animations. What version of Unreal did these files originate from before you modified them? Was it even an official release version or were you working of some odd commit/branch on the repository? The .uproject file only shows the gibberish generated from your custom engine build instead of a version number. I am looking at diffs between these files and what is in Unreal v4.17.1 and I can’t tell if the changes were added for this or if it was part of an unrelated update, because a lot of it looks unrelated. Some of the changes make me wonder if all or part of this functionality has been added to the engine since stag beetle wrote this.
I still need to look into this more, but I am also hoping to apply this to the Hierarchical Instanced Static Mesh Component so I can take advantage of it’s grouped LODs as well (assuming I am correctly understanding the difference between the two). Would this even work though? Since Vertex Animations are based on the vertices does this not make them incompatible with LODs? Is it even possible to make this work with Hierarchical Instanced Static Mesh Components?
Also, I would like to not use a modified engine. I presume it would be trivial to include a renamed and modified InstancedStaticMeshComponent as a part of a single project and not need to rebuild the entire engine (I’ve never built the engine from source before and our lab setup is such that maintaining a modified engine across all the machines is not a feasible option).