Yes, I do have the same mesh twice in the scene, I parented the second to the first one so they can move together. But you can automate this of course, here is 2 options I can think of right now:
- For the cut objects, create a blueprint with 2 static mesh components referencing the same static mesh, and make the second one only visible when the blueprint’s bounds intersect with the cutter box bounds. But you mentioned you have a lot of meshes so it might not be an option to convert them all to Blueprints
- Reverse the logic, make the cutter blueprint detects when it overlaps with an static mesh actor that need to be cut. Then activate or add a static mesh component at runtime to the cutter actor, assign the same static mesh and world transform as the cut object, and deactivate/remove the component when the overlap ends. This option might be more efficient actually