Would be very useful if there was a way to mask static meshes in the engine. So for example, if I have a 400x400 floor panel static mesh, but I want it to fit in a 100x100 area, I could scale it down but the mesh/textures would scale with it. Instead I’d just want to cut it off (restrict it to a certain size).
This could be done via slicing, so it’s definitely conceivable, and it wouldn’t need to be at run-time necessarily (although, I guess that would save having various duplicate static meshes).
Optimally, if it could work like a boolean operation so you could cut any mesh to any shape that would be ideal, but limiting it to a certain cubic size would be good too.
EG. You could model a bunch of debris (1000x1000 units worth), and mask individual pieces to create a variety whilst only modeling one original mesh. Similar to a spritesheet, except for meshes.
Wondering if anyone has attempted something like this (maybe via slicing?) or if it’s a possible future feature for the engine.