Unreal Niagara Particle Formations?

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:

  1. Have two input static mesh location values as user parameters (starting position and desired position)
  2. In the system have scratch pad that allows leaping between starting and desired positions
  3. 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!