First, I must say Hello there mighty devs (1st time posting in the forum I also have little experience for now with UE4)
So, I was having a great time experimenting with the sliceable procedural meshes and all that but I missed this feature with the skeletal meshes of course in the livestream training they say in the Q&A section Ian said that is not supported yet so I was like whatever i guess we have to wait.
Until! I was bored and searched on Instagram #unrealengine and discovered this amazing guy named phenycks it seems from his videos he tried to pull this out since the feature was available and he actually did it look at the video he posted folks: VIDEO
After watching this like 7 times because I could not believe it I read in the comments some people asked for the source code but obviously, he won’t share that hard work just like that. But he actually said how he did it without showing the code, here are some of his comments on this
“I replace sliced bones by procedural meshes, then rebuild the bone tree” “Replace cut bone by procedural mesh slice and attach it to the bone root, key is extrapolating bone verts/tris etc” “I had to fake it a bit with Procedural Meshes composed from bones, so technically it’s still the same slice code”
Here is one of his comments where he says a little bit more: “Nice! I guess its creating a static mesh from the skeletal mesh, slicing it, then reparenting to skeleton?” … “Switch that for ProceduralMeshComponent and you’re right :)”
So, lets resume this, He takes a skeletal mesh to a static one then he would make a procedural one from that (I already did this and it slices well) and then “reparenting to skeletal” this is where I don’t know what that means, maybe it’s a stupid little thing but I have little experience with UE4 sorry for being a noob.
So, seeing all this is there someone with more experience who can reveal the mystery with this info? Thank you I will post here if I discover something new, see ya.