Hello,
Like many people, I dream of being able to create an environment that can be modified in real time, like a voxel. My inspiration comes from Space Engineers.
The few plug-ins of this type are either expensive, unfinished or very complex to manage for an intermediate like me (I know that Realtime Mesh Component Core exists).
Handicap for me: I only do BP.
Situation:
UE 5.4.
I’m looking to make some nice-sized Dynamic Mesh Components.
I’ve found the programming to remove or add material/volume to a DMC.
However, I’ve found that inexorably, when you repeatedly modify the same DMC, performance plummets as you go along, as you can see from the video extracts.
I’ve tried “simplifying” the geometry, but to no avail.
I changed the parameters in the DMC, trying different settings, but nothing helped.
However, I did some checking: the number of polygons is only a few thousand, really nothing special. And the game works fine as long as I don’t touch the DMC.
Hi, I am struggeling with this stuff, too. It’s been a year since you have asked this but for everyone else looking for answers here is my experience:
Keep your Tool Mesh easy. The easiest way of keeping good performance is by reducing the amount of polygons to handle with. A box as a bool mesh is better than a sphere. Also, make your Tool Mesh bigger before making the bool for cutting.
Depending on your type of fracturing/booling you might use delay and useOnce Nodes to prevent cutting in every frame (if you use a hit event for example)
Are you recalculating collision after you have cut out stuff from your dyn mesh? It might make sence to recalculate simplified collision boxes for you dynmesh after they have been booled, because it allows you to use simple collision which is also a performance booster compared to complex collision.
I’m not sure if I have done this correctly, but here is an example of my setup for recalculating collision after cutting into the mesh