I’m trying to have a destructible mesh that i can save and load in a game
My initial thoughts were that since APEX has pre-defined chunks and can have per-chunk properties then it should be easy to store a list of chunks that has been destroyed (i don’t need debris laying around, just full disappear) and then remove them in construction script after loading it’s state. But it turned out that blueprints do not have access to chunks. Is that possible in c++ code? And if so, can anyone direct me where to start since i’ve never done anything in code?