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Custom physics update with procedural mesh


I have a cubic world generator inspired from this wiki.

Everything works but the UpdateCollision method is really too slow to be used in real time (up to 18ms to update the physics of a chunk when I destroy one of its cube).

Actually, when I destroy a block, I don't need to recreate the complete ModelBodySetup. I just need to add and remove some triangles.

Is there an easy way to update only a part of the collision ? It would be nice if I can simply say "hey! Update the collision only for triangles between (x, y, z) and (xx, yy, zz).

Else, what are the possible solution ?

Thank you!

Product Version: UE 4.7
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asked May 22 '15 at 05:16 PM in C++ Programming

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