Testing SLICE and CUT meshes and skeletal meshes

Ah I see! Thanks for sharing your work! So you use the sequence 0,1 trick to delay time and reset cut. I also prefer the overlap solution on my side. I’ve done some tests and the “do once” solution is really stable but slices only one mesh.
So to cut more meshes in one time and not using the delay trick I did this:
I created 2 proc mesh arrays and clear them at the beginning of each cut animation. Before cutting I compare the length of the 2 arrays and check if the 1st is > the 2nd. If yes I cut, if No I branch again and check if length are >= and if true I cut if false nothing.
If I cut a new proc mesh I add this to the 1st array and the half generated part is added to the 2nd array. Doing like this when the blade overlaps any proc mesh I’m always sure that all the sliced meshes have a half part already generated somewhere and this gives me more control on multiple cuts over meshes that have not yet complete the slicing process.

In my opinion, for a final game, I would go with the simplest “do once” solution…preferring a 1 cut stability to multiple cuts realism…but the array solution is another possible road instead od using delay time that can be dangerous in slow motions. :slight_smile: