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Does the unreal physics engine support dynamic mesh modifications with high performance?

I’m considering using the Unreal Engine and I need a very specific information that I can’t easily find in the documentation so I hope people can give me a hand with this.

Can you in an intensive way:

  • Deactivate/unload several mesh faces from the physics side (also the graphical side/visibility).
  • Replace that face with other mesh/faces and keep it running as the same entity (physical coherence ensured: no physical contact when switching, etc).
  • Modify skeletal meshes and mesh point relations in runtime.

Thanks in advance.

Well I suppose that it doesn’t support them.

Thanks.