Guys, I really need some help. I’m making an app right now, something like Sims builder, and I need to make an algorithm for cutting windows into walls. I already have everything set up, I define in which wall I need to cut a window and with what binding, but I can’t cut a hole for this window. I want to cut a hole in an object of Actor type. And in Unreal as if there is no such possibility. Maybe someone can tell me what to do?
So I need to copy my mesh in the scene and replace it with a procedural mesh with reassigned materials. or is it better to copy it into a dynamic mesh and apply bollean?
Geometry Script and the “dynamic mesh” paradigm is the proper way to do this. You can ignore the legacy “procedural mesh” system.
You can’t directly boolean an actor. You have to get the Actor, then get the static mesh component. You can then “copy” that component to a Dynamic Mesh that you have created. Once you have reference to two Dynamic Meshes, you can use a boolean operation between them and once again “copy” the results to a new mesh asset. Here’s a snippet I made for beveling. It’s not booleans, but I wanted to share to illustrate the Dynamic Mesh Pool and getting a Dynamic Mesh, copying something to that Dynamic Mesh, and copying it back to the asset once the modification is done.
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