@Jeff.Wilson : The Morph Targets for the Static Meshes could be indeed a very good solution. I thought about the WorldPosition offset solution before, but in UDK it required a lot of instructions to get a correct wave feeling, and it wasn’t giving me as much control I would like to had. There is also the need to use a costly shader to deform the geometry. Especially on a whole street.
Which gives me this question : what is the most performance friendly ? Morph target + shaders or Skeletal Meshes with baked lighting ?
@Daniel.Wright : Anyway, no need to be sorry about the Skeletal mesh integration, I totally understand your point regarding the current status of the pipeline.