So I started playing with procedural meshes lately in my attempts to re-create a level and some vehicle from farming simulator in UE4. I got trailers and tractors handled (as well as PhysX 3.3 will allow) but now I want to fill them with something. The game engine uses whats called a fill plane and does what it says, its a plane that fills (procedurally… certain parts of the plane “heap up” depending where the ‘fill’ is coming from.)
The math hurts my head so much I can pretty much only get a box scaling in the Z what I beleive to be proper by using Get Bounds of the procedural mesh component and then adding lcoal offfset in the Z by that amount every frame as much as I increase the Z value each frame.
So I could simulate filling a square trailer from bottom to top with enough work but thats kindve boring.
How could I simulate this effect which is as described above. Even triangles would be a great start. I remember seeing some of this stuff in ramas plugin thread it seems there just isnt enough stock BP nodes.
Are there any algorithims that I could use to create arrays for the create/update mesh parts of procedural meshes or are we talking getting into C++ and complex stuff here? I’ve read all the threads where people make mathematical shapes and “pretty colors” and such but looking for more utilitarian uses here.
Jump to 2:50 to see the effect or click here https://www.youtube.com/watch?v=skbh5VsCkJQ&feature=youtu.be&t=170