Hello! I want make Runtime Any StaticMeshActor Slice. Set copy procedural mesh from static mesh component during runtime, not in Constructor Script.
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In other words, when I swing a sword during runtime, I want to check whether the overlapped StaticMeshActor is a StaticMesh and perform the “copy procedural mesh from static mesh component” function only when it is correct.
I have almost implemented this function in C++, but when cutting a certain complex mesh or a mesh that may be a bit heavy, it momentarily stopped for about 3 seconds (in the editor).
To put it simply, when the knife and StaticMeshActor touch (detected from Tick to Trace), an Actor (created in advance as a Class in C++) with ProceduralMeshComponent under StaticMeshComponent is created.
Then, on the knife side, I bound OnComponentBeginOverlap to AddDynamic and turned it on, and in the OnComponentBeginOverlap function, I imported the StaticMesh of the overlapped component and did “copy procedural mesh from static mesh component”. Then I tried Slice right away, and Cube is fine, but the response is slow when cutting trees or structures…
I’m currently on a different computer so I can’t upload the exact details, but what is the reason why this phenomenon occurs?
Do I need to manually add Collision Convex Mesh once in a while?