I have the following issue.
I have a skeletal mesh that basically consists of very simple geometry lets say a cube with a blend shape animation that deforms it.
Using “Initialize Mesh Reproduction Sprites” or alternatively to keep it simple with “Skeletal Mesh Location” with Mesh Sampling set to "Surface(Triangles) I manage to spawn sprites on the skeletal mesh surface.
But when I try to playback the blendshape animation, or even using an animation asset which just consists of the final value of the blendshape,
the particles will ignore the deformation and still use the basic cube as spawn positions.
Has anybody ran into this problem or knows what I am missing?
Do I have to customize the spawn module in some way so that it takes the changing tricoord positions into account? At least I assume that deforming geometry with a blendshape should also result in changed tricoord positions.