My idea is that when a sphere hits an object, a hole should form. I’m using Geometry script. Since it’s quite heavy, the terrain object was split into several Blueprints. Everything works fine, even in the build, but not at the borders between the pieces. If the hit occurs at an angle, a very strange hole is created. The projectile is a regular sphere from the standard templates. I removed all events from the projectile Blueprint and changed its collisions from hit to overlap worldstatic. Also all static meshes have enabled “Allow CPU Access”.
The question is, does anyone have any ideas on how to get rid of the strange holes that form when shooting at an angle? Thanks in advance.
I think those events should be managed inside projectile rather than two seperate meshes. Since there are two meshes, two event fires and they mismatch. If I were you, I would manage events inside projectile. Second, I would do some line traces around hit location inorder to get two meshes at once. For angle shot can you use a long capsule boolean ?
Interesting thought about events in projectile. I can use any objects for boolean, including long capsule, but objects that differ from the sphere can make troubles. For example, my projectile can be cube-shaped. But in this case shot can touch two objects in defferent places and it will make two different cuts, like on picture. So, sphere just is more optimal, maybe im wrong.
Yes, something like that, but in game. My task is probably even simpler. The position and rotation of the cubes (in my case, the hill pieces) will be predetermined, and when a bullet hits them, a cutout will appear at the seam. Can you show me what your blueprints for the objects look like?
*Mark For Mesh Rebuild Resets all deformations each time if you do not use it you may keep all deformations.
*For different subtractor shape deformations you can move that shape on virtual a spring along projectile hit direction. If surface is thick that will dig it until end. At this time you should not use Mark For Mesh Rebuild node.