I’ve been diving into the new Dynamic Mesh geometry tools using BP but I can’t figure out how to separate the results of the “Apply Mesh Plane Slice” node?
How do I, for example, save two separate meshes if I slice a mesh in two? The output of the “Target Mesh” remains a single mesh just sliced in half. It feels like in an ideal world the Apply Mesh Plane Slice node would leave you with an array output of two separate dynamic meshes?
I experimented with the “Create Dynamic Mesh Pool” option and splitting the mesh pool by components, but not sure this is the correct method? (See attached).
Apply Mesh Plane Slice doesn’t output two meshes — it just slices geometry inside the same UDynamicMesh instance. The mesh stays “whole,” but with a cut boundary inserted. That’s why you still only have a single output.
If you want two separate meshes (one for each side of the cut), you need to follow up the slice with a mesh separation step. In UE’s geometry framework, this is done with Disconnect Geometry From Attributes → Separate By Connected Components (or Separate Islands) nodes.
You can do the following :
1. Slice Mesh → use Apply Mesh Plane Slice on your Dynamic Mesh.
2. Separate Mesh → run a “Separate by Connected Components / Mesh Islands” operation to split the cut mesh into pieces.
3. Spawn Components → for each separated piece, create a new DynamicMeshComponent (or add them to a Dynamic Mesh Pool).
That’s it: slice → separate → spawn.