After some days or research and experiments i was completely finished my Point Clouds Morphing FX.
99% Calculation on GPU and very fast. No partcle systems used. 100% blue print based. You can bake your own static mesh to points cloud textures.
Maximum mesh coordinate size from -32767 to 32767
Features:
1 to 16384 points
Bake system included
Color, Opacity, Emissive power and Scale transitions are supported
Blue print interface
No external software requred - only UE and your static mesh
Wave zoom and position distortions addditional effects
does this support animated meshes? I have a head model with facial animation via morph targets and if you were able to use this effect on such a mesh I would purchase in a heartbeat
No. Animated meshes is not supported. Only for static mesh. PCM bake vertex coordinates of mesh to texture and then render array of points (like particles). Then FX do smooth transition between two baked vertex arrays.
For animated meshes you need to get new coordinates dynamically every frame from the mesh data. May be you can try to do this via particle or GPU sprites and C++ but im not sure about this on 100%.
Another way you can try to bake with PCM your every mesh key frame to point cloud and do morphing. It’s would be closer to animated mesh. Please note that every baked cloud frame take unique texture in the memory. If you have many key frames then it will require same count of cloud textures. Also morphing make smooth start and smooth finish between coordinates. For animation may be don’t requre smooth option, but it’s can’t be disabled. You will need to do some minor changes inside of blue print code for disable smoothing.