Hi, I know one solution is to use Dynamic Mesh Actors instead as they do package, but due to a new 5.5 issue between DMA’s and the ‘support uv from hit results’ option, this is problematic for me.
Just wondering if anyone has tips on why an actor type would not be packaged and how one might force it?
I’m having the exact same issue. I followed this video step by step to set up dynamic mesh destruction. The mesh appears in the editor, but it’s not visible in my Meta Quest headset after building the project.
Thank you so much for your answer! I really appreciate it.
Thanks to you, I was able to create the dynamic mesh, and it now appears in the packaged Meta Quest app!
However, the boolean operation still doesn’t work… The hit detection is working (I tested it with a string), but the boolean subtraction isn’t.
I’ve attached screenshots of the Construction Script and Event Graph.
Do you have any idea what I might be doing wrong?
Again, thank you so much for your help!
No sweat, but all credit to @alexanderlind5 for the solution!
Curious, are you using 5.5 and do you have ‘support uv from hit results’ enabled in your project settings? I get an engine crash every time I do a subtract boolean in a Dynamic Mesh Actor if I have that option enabled and I’m curious if others can replicate it.