Tutorial to create animated meshes through World Position Offset?

In one of the latest Twitch videos VFX Artist Bill Kladis discusses how he is using World Position Offset to create animated meshes by capturing vertex data from an animated model using a Max script. I’m pretty sure he mentioned that a tutorial for this technique was going to be created later.

Maybe I’m getting ahead of things, but I was wondering if this process was already documented somewhere.

I’m interested in the development of the complete process; from capturing the vertex position and vertex normal data to different images using a max script and then implementing the shader in UE4, so it can be used in Cascade.

Thanks in advance!

I was searching for something similar and found that tutorial Vertex Animation Tool | Unreal Engine Documentation . Doesn’t test it yet, but I think it might be handy tool.