Here's a shader I put together that uses some basic math equations to offset the vertices of a given surface around a world space location and recalculates the vertex normals based on the offset.
The world space location is defined by setting a material collection in a blueprint class, and referencing it in the base shader.
It's also set up with some base parameters for animation speed, spiral depth, radius, and Z direction.
This download contains the .uassets of the spiral material, the material collection, and the blueprint handle. Just drag the files into your UE4 content folder and they should show up.
It should work in any version from 4.18 onward.
If you have any questions, feel free to contact me on twitter: @grossbloy
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