I might just be searching under the wrong name.
If i got two meshs, for simplicty sake a cube, and also the same cube reshaped into a romb.
If i export both, is there a way to blend between them trough the material or blueprint system?
Is vertex indicies stored etc in a way that makes this possible or are there other ways?
Writing an ordinary shader one would just upload both sets of meshs to the GPU and supply a blend value and return the position based on that scale between A and B.
I realize this could cause an issue for the normals if they are not recalculated.