Material challenge: Morphing material based on velocity

Hey divi thanks for the reply!

Doing something like WorldPositionOffset might work and will most likely create a nice wobbling effect, tho what I failed to mention is that this is for a projectile meant to be fired by the player. Now I’ve noticed something while experimenting with the basic Set 3D Scale in blueprints, and that is the axis for the static mesh roll along with the collision sphere, meaning if I base something on the hit normal the scale won’t always be the correct way. I’m not too sure how I could drive a material to change on impact, but wouldn’t it be the same? Meaning that even if it deformed it would have to know the normal of the plane it hit and the current rotation of the mesh itself. Maybe this problem is just way out of my league right now, but I really appreciate help!

Also, morph targets look interesting but it also looks like they’re for making set animations in a set way, so a projectile that could possibly be in every possible rotation and direction will render predetermined animations useless, no?