Cutting trees

This doesn’t change mesh in the beginning it creates wedge by material and geometry boolean. If we consider that the boolean will be replicated and couple of parameters for that tree’s material state..it’s quite ok imo, still would like to hear your perspective since you have experience on those.

On this moment its not really cut, trunk is masked and a wedge plane is generated and placed.
In the back after maybe second cut is reached, I was planning to have top and bottom booleans ready as static mesh, slice cut on dynamics are made and copied to be ready.

I have one concern since I didn’t work on those too much..which is PCG, I am not sure how easy or efficient to access those and change on cut. Remove one mesh add the cutted trunk. Ofcourse we can always keep these logic as premade however I have some concerns with pcg especially if its networked things (I have no idea). However during cut its a single actor we can replicate or even we don’t do that, just call that trees material parameters and place a wedge static mesh there.

Another option maybe smart objects as persistent integrated to pcg. Still its PCG :slight_smile: unless you write a networked spawning on those.

Depends on how we design it you know, maybe its just replicated during other players around only but not persistent. A tree chopped 2 times is removed after X seconds if not completed. Can be even viewmodel client side only but we have full cuts replicated maybe.

Sharing mask if community needs.

1 Like