So my desire is to build a particle system where particles can easily morph between two shapes. Ideally, they’d start in a grid-like formation and morph into a new desired shape.
So far my method has been as follows:
- Have two input static mesh location values as user parameters (starting position and desired position)
- In the system have scratch pad that allows leaping between starting and desired positions
- Access that value in a BP
This works for the most part, but the distribution is a bit random and I don’t know how to get the particles to uniformly distribute across the mesh’s surface. Should I be doing some specific with my meshes UVs? Is the foundation of my solution flawed? Any help would be greatly appreciated as I’m still new to VFX!