Share your Geometry Script creations & methods here.
Think of this thread as a library for how-to with Geometry Script Dynamic Mesh Actors in Unreal Engine 5.
Itâs a little empty here : c Iâll add a little from myself.
As I noticed, boolean on simple forms does not give a very good topology. For example, here I subtract a cube from a plain. Unnecessary points are added :s
It turned out to remove unnecessary ones using the âApply Simplify To Polygroup Topologyâ node.
Result:
It works for me
To stitch the nearby vertexes of an object, you need to use the âApply Mesh Self Unionâ node
Got what seems to be a bug, but thought Iâd double check before posting. Looks like any âselectionâ is overriding previous âselectionsâ made to the same dynamic mesh. Anyone else notice this (on latest)?
For example: it works while in a for-loop (saving selection each time as different variables and debug printing each selection verts) but then when accessed after for loop complete both lists of verts match the 2nd selection. (No, Iâm not overwriting it anywhere with the 2nd group, that 1st selection is only accessed once).
First post ever (for anything). I am using geometry scripting to perform boolean operations (subtractions) on a mesh. The tool mesh is very complex so the operations take a long time (several seconds). This is fine but it stops everything else in the level. Is it possible to have the operations run asynchronously, possibly on another core/thread? I tried the âAsync Mesh Booleanâ available in the âMesh Opsâ plugin and it worked but not reliably and I need to avoid paid for plugins if possible. The existence of the function does indicate it may be possible though? Thanks. S.