Greetings! Yes, you correctly noticed that I had the Locations mixed up on one of the screenshots — I spotted it myself and fixed it, but it didn’t yield any results. I also tried following the approach from this thread UE5: How to spawn Dynamic Mesh Component Actor Dynamically? - #9 by baibaituan but my attempts were unsuccessful as well, even though it seems to me I replicated everything exactly. More precisely, I tried that approach, then I tried to simplify it and not create a third BP for implementing the boolean, but instead did it as before in BP_wall. That also produced no results. Pure magic. Having worked in 3D for 20 years, I’m used to the result being predictable if you do everything logically, but here I sense some hidden logic that I just can’t grasp. The scheme itself should be extremely simple:
BP_cutter — append cylinder — set (Make the variable global)
BP_wall — append box — get dynamic mesh from BP_cutter — apply boolean mesh — release compute mesh
And that’s it! This should work, since the exact same scheme works if you make the tool and target mesh in a single BP. The only difference I’m trying to implement is to get a reference to the tool from another BP and use it. This is just nonsense.