Simple, always playing animation with Blend Shape


I’m attempting to create a fake reflection via a flat plane with displacement. I can get it to look exactly as I want in Blender with a animated displacement modifier, but I’m having trouble getting that into unreal engine.
So far, I’ve tried by saving select frames from the displacement modifier as shape keys/blend shapes. I can successfully get the blend shapes into unreal, but I’m stuck on exactly how to make it animate during gameplay.
End goal, to playing constantly during gameplay: [ Discord Video ]

After some more research I discovered that the alembic file format could do exactly what I needed, but with the unfortunate caveat that it’s parent material needs morph target support. I can’t do that because I’m making a custom map with fake references, which means I can’t change any material settings that aren’t exposed to material instances.

Not sure what you are doing.

  1. morph targets in engine require a skeletal mesh.

  2. altering the morth targets requires an animation blueprint that reads the curve values into the morph targets.

  3. maybe you can just use bones if you have to go this wierd route.

It seems to me what your end result wants to be is a 5 bone sheet with the 5 edges folding a certain way based on an X/Y axis value.

That would be the same as an Aim offset, re-imagined specifically for your purpose.

You won’t need morph target support on the material, but you still need to modify for it to work with skeletal meshes and recompile it no matter what.