I’m generating normals with assimp but it doesn’t change much in execution speed, I also have collision enabled but would like to leave that on and doesn’t make much of a change in speed either. Later on I’ll be working with bigger models so I’m looking into doing the conversion to another thread.
I have a couple of questions though about other stuff;
-How can I convert to a normal static mesh if possible? Does it create a .uasset file? (so it doesn’t need to be imported every time)
-How are you thinking to handle replication over network? (via conversion to static mesh and copying the asset to clients or something?)
-I’m having trouble to create physics enabled objects, I use the following code to create an object that should have a lot of ‘drag’ but it moves at constant speed when receiving a push.
RuntimeMesh->CreateMeshSection(0, vertices, triangles, normals, texMap, vertexColors, tangents, true, EUpdateFrequency::Infrequent);
RuntimeMesh->SetMaterial(0, MeshMaterial);
RuntimeMesh->SetMobility(EComponentMobility::Movable);
RuntimeMesh->SetLinearDamping(100.f);
RuntimeMesh->SetAngularDamping(100.f);
RuntimeMesh->SetSimulatePhysics(true);
RuntimeMesh->SetEnableGravity(false);
RuntimeMesh->SetLockedAxis(EDOFMode::XYPlane);
SetLinearDamping(100.f) and SetAngularDamping(100.f) are correctly set on the mesh but it seems to be ignored.
I donated around 10 bucks, happy to support ![]()
EDIT:
It works when disabling bUseComplexAsSimpleCollision, is it possible/legal to make the engine calculate a convex hull at runtime? (I’ll probably write my own algorithm anyway but would be handy for now).
EDIT2:
I cleaned up some debugging which decreased the duration a 10-fold. :rolleyes: