and I are back again to help sharpen your development skills with a new feature from the 4.13 release, Procedural Mesh Slicing! Using this new ability of procedural meshes, we’re able to create tons of action-packed gameplay mechanics and visually compelling entertainment. Make sure to bring along some bandages for this cutting-edge stream.
Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it’s not always possible to answer’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!
Not with this tool, but you could do that with a destructible mesh that has “Support” pieces. There is an example of that in the destructibles content examples. This “Slice” does a clean cut across the mesh.
Not gonna use motion controllers for this one since we’re going to be showing a use of it. The technique we’ll use will be applicable to most situations and will give you the basics on how to set it up for what you need.
If you really want to you can go into the source and modify it to do that, there shouldnt be any reason this isnt possible. Id even go so far as to way im sure that it will be added at some point, this just seems like a basic first step towards that and id be disappointed if they never went further then this with it.
Do the pieces all handle the BP in the same way, because if you want the mesh on let’s say a button press to set to a target location, how would that work. Do the resulting pieces become different components, and if so and you would still like to place the whole components somewhere, how would you do that. Like a pizza(child/s) that is sliced, but you can still carry it all on a plate (parent), Is it possible without using the plate(parent)? Also I really hope, that in future, there will be a way to make slicing very precise, like skulpting at runtime (including the Landscape).
omgomgomg cutting organs and bones in half, why yes please
Edit Questions:
**Does the mesh have to be a procedural mesh, or can you use standard imported static meshes, or is there a possibility to convert static mesh into procedural mesh?
Would it be possible to extend this to skinned meshes by operating against the pre-skinned vertices (i.e., cut in “pose-space”, then animate afterward)?
Here’s an example of using the pre-skinned vertex position in a shader in order to do masks
Are there any plans to add more advanced dynamic slicing/fracturing features?
For example, an option to add some noise to the sliced edges to get something like a fractured wooden piece.