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Vertex/Voxel static mesh deformation

Hi everybody!

I would like to deform static meshes with collision support! No material solution, no painting. Real deformation!

I can do this with manipulation of vertex/normals on a procedural mesh, but I can't with static meshes! Principal goal: meteor craters on static mesh.

Some examples of what I was looking for: - https://www.youtube.com/watch?time_continue=10&v=C0egFBMydmk - https://www.youtube.com/watch?v=Efkt7qrkCvA∈dex=1&list=PLRIDEP10hB3UCadT84uVtmSrR1Qae6UJX

All ideas/suggestions are welcome!

Thank you! Kiss <3

Product Version: UE 4.18
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asked Dec 02 '17 at 10:06 AM in Blueprint Scripting

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Goetheus
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2 answers: sort voted first

Static meshes called static because they are static.

You should use procedural meshes for this purpose.

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answered Dec 02 '17 at 03:24 PM

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redbox
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avatar image Goetheus Dec 02 '17 at 03:35 PM

Hi @redbox ! Thank you for your answer!

Hum... So I need to get all vertices, triangles...etc. from my static mesh to generate a procedural mesh with them ?

After this, how can I get a point (under my mouse for example) and loop near verticles or triangles, to adjust them like a crater (look at the center of mesh for example)?

Thank you for help!

EDIT : I generated procedural meshes from my static meshes at runtime (it's very long...). I noticed a big drop in performances (120 to 10 FPS)... Procedural meshes are not rendering in the same way? :'( I have around hundred meshes which need to be procedural for modification purpose :/

I can forget that with UE4?!

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100 procedural meshes? I think you can forget it with any engine...

Try to do some optimizations.

Why do you generate them in runtime? Maybe you can do it in editor during construction or so?

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answered Dec 02 '17 at 06:05 PM

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redbox
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avatar image Goetheus Dec 02 '17 at 07:12 PM

I generate them in the event graph of their class (stars, planets, moons, asteroids...etc.) but I spawn them in the level blueprint (under begin play) because of the galaxy shape.

I can reduce the procedural mesh to the planets, and use a static mesh for the others... But it ask some weird modifications :/

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