I have tested this with a fresh project, creating mesh with the Geometry Script plugin does not appear in Shipping builds.
Does anyknow know of a solution to still be able to work with these tools?
Thank you,
Jason
I have tested this with a fresh project, creating mesh with the Geometry Script plugin does not appear in Shipping builds.
Does anyknow know of a solution to still be able to work with these tools?
Thank you,
Jason
Converting to a static mesh is one solution, but if you wish to have a more dynamic solution that doesnât require the modeling tools, creating a âDynamicMeshActorâ instead of using the âGeneratedDynamicMeshActorâ can do the trick.
(DynamicMeshActor should be just above GeneratedDynamicMeshActor)
You would then need to create an event or function, where you use the âGet Dynamic Meshâ node to get the Target Mesh, and then you code whatever you need for that mesh.
In my case I created an event called âBuildâ, which creates my mesh. Then I call Build from the Construction Script. This way, the mesh should appear both in the editor, and in the packaged build.
As a bonus, the mesh can also be edited at run time now.
I am unsure as to whether there are any drawbacks to this approach, but so far it has worked fine for my needs.
I hope this can help someone!
Omfg, thank you so much.
Very useful pal, thank you so much
I wonder if anyone else found another work-around for this? In 5.5 I am now getting crashes with subtract booleans in a Dynamic Mesh Actor when âSupport UV From Hit Resultsâ is turned on in project settings. Generated Dynamic Mesh Actor does not crash doing the exact same operation, but it still doesnât show up in packaged builds.
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