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Moving bones with blueprint.

I want to give the user the ability to move bones in the MapBuilder that is inside my game.
I know I can do it with animation blueprint.
But is it wise to fill the map with objects that will eventually play a part of a static mesh but will have constant animation of one frame applied to it every frame?
It seems like a lot of resources of a simple mesh deform.

It wont be so good for your performance. What exactly would you like to create? -> probably morph targets can do the same job :slight_smile:

Actually I want to give the ability to the user to modify the geometry of the basic cube so he can make custom shapes to build the map with.
So I rather not determine shapes for it, I want the user to be able to play with the vertices.

Doing it in C++ will be more efficient : How do I dynamically(runtime) move vertices of a static mesh? - C++ Gameplay Programming - Unreal Engine Forums

Thanks I will give it a try!