So I’m trying to make an explosion that destroys a bunch of trees that are MeshInstances.
I’m not having trouble hitting or detecting the Instances. The problem comes when I try to delete them. Because they are referenced by an array of INTs; as soon as you delete the first one (in a for loop for example) it resizes the array and then all the INT refs you had for the other meshes become invalid and they can’t be deleted reliably anymore.
Anyone have a solution to this?