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The animation is done through vertex shader flapping and smooth mesh swapping. The flap time is offset by vertical position, which makes them differ from each other and flap faster when going up. This thread by @matt_nava was very helpful:

Matt Nava @matt_navaThis is a seagull I made for The Pathless. I made it without using skeletal meshes or even blendshapes, to keep it cheap. I used a couple tricks to get nice animation regardless! Tech-art break down in thread: #techart #gamedev #UnrealEngine #ThePathless
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The animation is done through vertex shader flapping and smooth mesh swapping. The flap time is offset by vertical position, which makes them differ from each other and flap faster when going up. This thread by @matt_nava was very helpful:

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