Is it possible to record a geonodes result that deforms a mesh as a shapekey?

I’m thinking of something like the Displace modifier where I can save my result as a shape key (or apply as a shape key). Currently, I’ve a model which I’ve distorted into a mash of polygons with the help of some advice from @zeroskilz - now I’d like to be able to save this mash as a shapekey which I can trigger as a blendshape from within Unity.

Any advice or hints on this would be appreciated! Thank you in advance!



You can cheat a bit by duplicating the GN object, apply modifier and use the join as shape operator :

If both objects have same topology it should work fine !