The vertex animation and mesh morpher scripts are for creating static meshes to be animated with a vertex shader. This way they can be used in a particle system via Cascade or Niagara. I’m assuming the memory cost of a static mesh with vertex colors and extra UV’s or some tiny textures is much cheaper than that of an alembic geometry cache. Not to mention the control you gain over the effect in Cascade or Niagara or even Blueprint using material parameters. If you needed a nice fluid/cloth simulation alembic might be the way to go. Especially since I don’t have the key frame mesh functionality working. With this functionality you could break up a fluid sim into different mesh emitters gaining lots of control over the effect.