I am making a PCG mesh destruction in realtime. The building is composed of ISM and ona trigger, swaps the ISM’s out for Destructible actors with geometry collections in them.
The question is, how do I cache this destruction? Currently, real time is quite expensive and lags the game.
Checking around the community resources, Chaos Destruction already has a Cache System incorporated, which is used to capture all events. The system should also allow to replay any complex transforms. Here are two video examples that use cache functions, please give them a look: