I’m working on a tree cutting system, and I have it currently working nicely by using pre cut meshes to replace the tree instances. I have been thinking about using procedural meshes to let the player cut the tree where the axe is being aimed instead of only the point where the mesh is pre cut. Can a procedural mesh be partially sliced to take out chunks of it instead of slicing right through?
I’d like to use 2 planes to make a wedge shape to cut out a small wedge of the mesh, but in BP, the only node I can find is slice procedural mesh, which as far as I can tell, will only slice through the whole mesh. I only want the tree to be sliced through once enough wedges have been cut out of the tree. I also thought about using a destructible mesh, and knock chunks out as I swing the axe, but that would be more intensive and introduce more fragments than there has to be.
Well, maybe you can try this way: Make tree material with world position offset to introduce fake mesh deformation. And for example after three strikes slice the tree.
That’s a pretty good idea. I just need to figure out a way to tell it where I’m hitting and apply the offset to just that section. As far as I know, you can’t paint vertex colors during gameplay right?