I’ve animated a theater curtain in 3dsMax using morph targets. The animation is looking fine in Max but starts to lag after importing it into Unreal. It seems like the lags occur when a new morph target is ‘activated’ (the animation stops for about one second).
Could be of the high number of polys, but without a video is a bit difficult to understand why.
The animation “stop” for one second could be because of a mismatch between the exported timeline from 3ds and the imported timeline in UE4, so better check it out.