Dynamic pose of skeletal mesh to destructible
I know how to convert a pose into a static mesh and then into a destructible mesh by the editor, but I want to do this dynamically.
I have an animation blueprint managing several animations and one skeletal mesh. At a certain point in my game I want the current pose of that skeletal mesh to be converted into a destructible mesh. So, my character shall explode into dozens of parts as it is to this timepoint.
Is this possible? How? And if not, can it be done when you don’t use a full animation blueprint but just one animation?
Thanks for help,
asked Jun 11 '18 at 04:41 PM in Using UE4
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