Hey again Santtu S,
So before I give my response Static Meshes will be able to have morph targets applied to them in the upcoming version of the engine 4.6.
With that in mind I went back into your project and you seemed to have some logic errors as mentioned before. What was going on was that your Timeline’s values were not returning back to its original state (value = 0.0).
In other words you were morphing the target, keeping the target morphed. Toggling its visibility off and returning back to the static mesh. To successfully achieve what you were attempting to do, follow the steps provided and use the images as reference.
Steps to follow:
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So delete all the things that don’t resemble the image above.
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Now create a new static mesh using the editor cube for your blueprint in the components section.
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Scale the static mesh uniformly to 0.4
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Uncheck the box that says Visible for the Skeletal Mesh within the components tab.
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Set the Static Mesh and the Skeletal Mesh within the Scene Root component.
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Be sure both objects are using the same material.
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Now use the image of the EventGraph as a guideline to set up your morph target.
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Go into your Timeline and create a SIN wave that goes from 0 to 1 and back to 0 again.
This now has the basic functionality you are looking for, but I would like to reiterate the original answer I posted is a much simpler and more optimized way of getting the same visual result. And with the update coming for 4.6 you will not have need to switch between static and skeletal meshes. Hope this helps!
Thanks again,