What’s a skeletal mesh morph target have to do with an ammo pickup??
Not sure what OP is trying to achieve…
Let’s say I have ammo. It’s 1999 and I’m working on a clone of GTA…
I can get the pickup to have any mesh as a variable - static mesh because memory is important.
I can add a timeline of 3 seconds, and update the Rotation of the item on the Z axis so that it spins around.
This BP can also have the rest of the code for a standard pickup.
I can then create child instances of the BP and differentiate different types of things, which also involves adding custom code on a per item basis.
And I can then pepper these “self animated” pickups around the world.
Keeping in mind that the items are not necessarily Instanced, so rendering a ton of them comes at a significant cost.
If thats what the OP is after, then the BP help section is probably where you want to ask for more specific details on how to actually implement this with interfaces and everything else it needs to be reusable.
If not, please explain a little better what your end goal is?