Solid sphere in unreal engine?

Yes, i will try that and will get back here…still wondering how unreal doesnot have any easy option to create a 2D sector straight forward other than using many procedural mesh triangles to create such shapes :roll_eyes: :roll_eyes:

PS. This is the shape i need at top and sides to cover

I was, kind of, suggesting making the entire thing out of a single static sphere and slice off the edges.

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But so does slicing covers the sliced part as you mentioned earlier that the spheres were hollow. or you were suggesting to slice it with any planes or with any materials ?

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With slicing:

image

image

Edit: As @Everynone suggested: Use a sphere as your base mesh and then slice it as a procedural mesh.


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Yes, this is close to what i need. But like cut with a plane at the top and side. like straight

You done this with static sphere or using procedural mesh slicing ? Perphaps the image of node will be helpful !!

It’s both. You copy a static mesh and convert it to procedural.


I wonder if this could be done with a 3d mask also. It would then be non-destructive and work real-time, with animated transitions and all.

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@L1z4rD89 The issue with this is that the edges are curved and i need like a straight at the edges. Does it works after modifying anything ?

I am currently testing :slight_smile: Should work, just a moment

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I kinda of missed here…by static mash you mean the whole sphere or the one i created after calculating(cut sphere) ?

The cut sphere is already a static mash and i applied the masked material in it.

A whole brand new sphere as in @L1z4rD89 example.

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The issue is that we get a curved area at the sides not striaght and create a new problem.

As seen in the image, based on the angle i mention, it has to cut the up and down. Is there any modification can be done @L1z4rD89 method to achieve this or can i combine both ?

You keep slicing again and again until you’re satisfied:

Here is the step i followed based on @L1z4rD89 method:-

  1. Create a spherical static mesh
  2. Create a new procedural component
  3. copy the spherical static mesh to procedural mesh using ‘copy procedural mesh from static mesh’ node

and done the following nodes, but unfortunately nothing have happened in game play and i can see the whole sphere as it in game play.

https://youtu.be/PmTlTwp54uc

So, like this?

image

UE427_Hemisphere.zip (1.6 MB)

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Yes, it should be like that and on sides too (right and left)…and i am working on UE 4.26…so I can’t be able to open the project…and also what’s your condition to cut the up side ?

ThANKs for the help :slightly_smiling_face:

Also, please do not run this on Tick… :slight_smile:

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You mean it is also flat on the sides?

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No only the top side is flat…Initially i got confused by the image. Are you using angles to cut or using the vector approach ?

This is a sphere sliced with planes, so I calculated the plane normals from the FOV angles and cut the sphere. Also, just to verify, which of the lines shows your FOV? The blue grid is the shape we create.
Is your FOV red or yellow?

image

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The field of view is the one shown in yellow…

one more question…also how you rotated the sphere around it ?

PS.: i am now downloading UE5 and yet to check your project…