# BOUNTY - Create an optimised mesh deformation system for AUD $300

**URL:** <https://forums.unrealengine.com/t/bounty-create-an-optimised-mesh-deformation-system-for-aud-300/2517363>\
**Category:** Got Skills?  Looking for Talent?\
**Tags:** procedural-mesh-comp, unreal-engine, Destructible-Mesh, runtime, staticmesh, CPP, Blueprint\
**Created:** [May 19, 2025, 1:57am UTC](https://forums.unrealengine.com/t/bounty-create-an-optimised-mesh-deformation-system-for-aud-300/2517363 "2025-05-19T01:57:28Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![TetraStudiosDev](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TetraStudiosDev](https://forums.unrealengine.com/u/TetraStudiosDev)\
**Post date:** [May 19, 2025, 1:57am UTC](https://forums.unrealengine.com/t/bounty-create-an-optimised-mesh-deformation-system-for-aud-300/2517363/1 "2025-05-19T01:57:28Z")

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We need a highly optimised mesh deformation blueprint node (written in C++) for a multiplayer FPS with destruction for AUD $300.

OVERVIEW:  
Carve a hole in a provided mesh using a provided cube transform so bullets can deform a mesh/create holes and players can walk through this new hole.

INPUT:

- location (Vector3), rotation (Rotator) and scale (Vector3) to position the slicing cube
- A reference to the static mesh to slice.

FUNCTION:

- Add noise via a seed number to the cube to make it jaggered.
- Carve a hole in the provided mesh using the provided cube transform, ensuring the gaps in the hole are filled.
- Deform the mesh visually to include this new hole.
- Update collision so that players can walk through the new hole.

OUTPUT:

- A reference to the part that was sliced, so we can apply physics to it.

NOTES:

- As this will be used frequently during a match, it needs to be extremely optimised (\<1ms). This includes deforming a large mesh (9k tris) hundreds of times.
- The meshes in the game use Synty Studios assets, which are low poly. Expect around 9k tris for a building.
- You cannot use Geometry Scripting, as this is too slow.
- It must work on any mesh without any authoring pre-runtime.
- It must work in editor and in packaged builds.
- It must be able to accept any mesh, so voxel-based destruction is not allowed.
- This deformation must allow players to walk through the new hole, so no GPU-only systems.
- You can use Runtime Mesh Components or Dynamic Meshes if a way is provided to convert static meshes to this format.
- The function must be callable via Blueprints.

PAYMENT:  
Payment will be provided upon a video showcasing the function working in-game AND an screenshot of an Unreal Insights trace is shown with the frame timings of the function.

EXAMPLE:

 ![Screenshot 2025-05-19 114108](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/f/1/af19c5c9dd3795db1df7561b3823bbd79d696dc7.png)  
Note this will be done extremely frequently, so it needs to be highly optimised on complex meshes.

If this is you, please get in touch!

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**Author:** ![Nawrot](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nawrot/32/618260_2.png) [@Nawrot](https://forums.unrealengine.com/u/Nawrot)\
**Post date:** [May 19, 2025, 9:03pm UTC](https://forums.unrealengine.com/t/bounty-create-an-optimised-mesh-deformation-system-for-aud-300/2517363/2 "2025-05-19T21:03:02Z")

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300$ i doubt anybody can code this stuff in 10 hours, test it, and optimize.  
Even getting idea of such code would be much more than 10hours.  
And 30$ aud is around minimal wage per hour.

Well i kind of have idea (untested way of doing that in code), but coding it (if my idea works), testing it, fixing bugs, would be about moth of work.
