How to turn a series of meshes into an Alembic Geometry cache for use in unreal

I’m trying to create mesh flipbook for a vfx effect. I used to do this using unreal’s vertex animation tool script found here:

This method worked and I was able to create this test effect (link below). However, it was done through a material node and gave me very limited control and was just generally a pain to create. (you might have to zoom out a bit with ctrl + num pad minus key)

Each mesh was hand modeled, has a different amount of verts, and is 1 frame of the “animation”. How do I take these separate meshes and combine them into an Alembic geometry cache that I can export to ue4