Render Targets on Destructible Mesh
I have been working on a wall destruction system and my goal is to have small bullet holes that you can see through, and when enough of those group together, the destructible mesh then fractures around that grouping. I have this all set up and working, minus the see through holes. The method I was attempting was to use render targetopacoty masking, which works perfect on static meshes but doesn't work on destructible meshes because of the UVs of the destructible. So my questions
ALSO, I don't need the chunks to ever exist after they have separated from the main destructible mesh, so what are some ways I can improve that performance by just never having them simulate for even a moment once broken off? I'll emulate those pieces coming off by using particles and such.
asked Jan 25 '19 at 01:58 PM in Blueprint Scripting
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