Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Realtime subtractive geometry

Basically what I am looking to do is move one piece of geometry through another, and have the volume 'carved' out of it, similar to the effect seen here using a subtractive cylinder brush:

alt text

What I was going to attempt was to have a subtractive brush move along while creating duplicates of itself, however I can't seem to find a means to actually move these 'brush' objects at runtime or instantiate them at all.

If this is possible to do, please advise me of how I can achieve it. If it cannot be done like this, I would love to hear an alternate solution to 'carve' geometry in real time.

Thank you :)

Product Version: Not Selected
game mode.png (76.8 kB)
more ▼

asked Apr 01 '14 at 02:51 AM in Using UE4

avatar image

278 16 23 30

avatar image ShayanMoradkhani Apr 19 '19 at 03:22 PM

hi, have you been able to accomplish what you wanted? I mean geometry editing in runtime? I tried to fake it somehow using render target, light, opacity ,... but nothing seems to work

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

I don't think BSP was meant to be used at runtime.

If you plan on making only slight modifications to the mesh you could use dynamically created geometry like CustomMeshComponent and recalculate/update the vertices yourself. But if you thing about some serious changes to the shape my suggestion would be to look into voxel-based geometry instead.

more ▼

answered Apr 01 '14 at 03:16 AM

avatar image

1k 38 13 61

avatar image miracle7 Apr 02 '14 at 12:47 AM

Thanks for your response, I was originally thinking that some kind of high density voxel-based geometry would be ideal actually, however I was unaware that you could do that kind of thing in Unreal Engine.

I saw someone mention something similar in this question, however the link in the response doesn't work for me: https://answers.unrealengine.com/questions/3096/procedural-geometry-in-c.html

Also when I search for "voxel based geometry unreal engine" or similar search terms all I get is stuff about Voxel Cone Tracing.

If you have any idea of how to get voxel based geometry in Unreal Engine 4 please let me know, or if someone could at least point me in the right direction it would really help me out :)

avatar image phoboz Apr 02 '14 at 01:01 AM

Those are old forum links, not sure if there is still some way to access them. AFAIK there is no built-in voxel in UE4, you will have to do some implementation ;) Unfortunately I never worked with voxels so can't help you any further, but might be worth looking around the forums. Good luck! :)

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question