Hi. I am looking to procedurally create morph targets for Unreal Engine 4 meshes from variations of a common base mesh.
There's a simple-enough struct that contains the per-vertex morphing info: http://api.unrealengine.com/INT/API/Runtime/Engine/Animation/FMorphTargetDelta/index.html
The problem is I don't know how to define a delta for a normal vector. I have both the unmorphed and the morphed normal, but what to do with them?