Hi there! I’ve got curious about curly cutting. Like we have got a cube, we have put a cut shape on one side, now we’re gonna click on the CUT button and get the cube without a piece. Example of shape/lines draw you can check on youtube here - PaintDrowLines - YouTube
And a screenshot of what I mean
Do you want to do this in the editor, or in your game?
If in editor, then you have mesh brushes.
Hi there! I want this feature in game, that’s why it seems to be a complex problem
I saw this:
You can use RuntimeMeshComponent for making custom shaped meshes at runtime. It’s open source, well-maintained, and has some documentation, as well as an active discord for questions and answers.
RMC supports some mesh cutting, but it’s only planar (like using one plane to cut a mesh into two parts), so there’s no exact implementation for what you need. Instead, for doing this kind of segmentation, you can use an open source 3D boolean library to do the math for you, as it’s a very complex thing mathemetically, but you don’t need to reinvent the wheel for it if you use something that already exists. For example: Boolean 3D
You can link external libraries like this Boolean3D library, by using the Build system of Unreal. https://www.ue4community.wiki/legacy/linking-static-libraries-using-the-build-system-1ahhe4vt
However, you will need to do some work to make the two things work together (the Runtime Mesh Component code and the external boolean library). You will need quite a bit of C++ knowledge, and general understanding of how meshes are represented, as well as what boolean logic is.
That’s the most advice I can give, the task you’re referrring to can’t be solved in a single answerhub answer, as it isn’t an easy one, and will require a lot of work and research. However it is possible if you put in the time.
This is incredibly powerful plugin, the sad thing - without collisions and physics. Thank you very much for answer!
Thank you very much for such detailed and overall answer, will try that combination!