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Not sure how to go about making a cutting mechanic

I'm making a VR game where the user has a sword, and waves of enemies -robots- attacking. I'm trying to make it so that you can cut them into pieces, but I'm not sure how to go about making the mechanic feel and work properly.

In order to use the slice procedural mesh feature, I have to use static meshes, which I figured I could create by attaching separate body parts onto the bones. But due to the way this works, the cuts made would be perfect, no matter whether the position of the blade fluctuated through the cut. Suffice to say, this would create some weird outcomes for people who get creative with their sword skills.

Another idea was to mask off parts of the mesh, in small pieces at a time, when the sword hits it- in order to make a cutting effect- and to make the slice when the player has actually made a full cut through, but this has some of the same downfalls of the previous idea. The other problem with this is that I believe it would be very VRAM heavy and the enemy mesh is low poly and non-textured.

So I've come here for ideas and advice on how to get this to work. This is all in blueprints and while I do have some coding experience, it's not really possible to create a new C++ system for cutting into/through objects. If there's a plugin on the marketplace that would solve this for me I would also be willing to pay for it.

Product Version: UE 4.19
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asked Jul 27 '18 at 03:37 AM in VR

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