Unreal Engine 5.0 Preview

Can we now hide “destroyed” meshes after there has been a collision with Chaos Physics? Currently we can put meshes to sleep, but now way to have meshes completely be removed and it causes performance problems.

Would like to have the ability to decide some meshes disappear after a period of time so that other meshes can continue to be destroyed without causing engine to lag or worse to crash.

1 Like