Grey outs during slice procedural mesh

hello,
I have been using slice procedural mesh on some ai enemies in my game, this has worked correctly for a few models, but a new character model with the same code is causing grey outs in the vr hmd when trying to use the slice procedural mesh function, what in the character model would cause such a thing? is there an option in the cloth simulation settings or something that needs to be disabled?

bumping this because I still need help

No answer yet

Still no help, someone with knowledge please help

try adding more info to you post. maybe a video of what is happening, and screenshots of whatever you think may be related to the issue.

right now we don’t if the whole scene is grayed out or just the material of what you cut. neither do we know any of the slicing code or how your character is set up.

The hmd goes grey for 2 seconds and then comes back when trying to cut a certain mesh, doesn’t do that with other meshes of the same type

sorry, i’ve never heard of any issue like that. maybe the slicing of that mesh needs more calculations than the others for some reason and your gpu can’t quite handle everything so it takes a bit to catch up… but that’s just a shot in the dark guess.
you could try slicing a bunch of the working meshes really fast to see if you can reproduce the effect.
if you narrow the grey out to processing requirements then that helps. like maybe the mesh had a subdivision modifier on it in the modeling program and so is too high poly.

this is more likely then not, is there a way to dumb down the model in ue4?

for static meshes, yes. nothing for skeletal meshes that i’m aware of.
https://docs.unrealengine.com/en-US/Engine/Proxy-Geometry-Tool/Proxy-Geometry-Overview

The model is definitely the cause, it’s terribly laggy, using the proxy geometry tool didn’t change the lag though, any other methods known for making a model less resource heavy?

you could bring it into a modeling program and retopologize it. or blender has the decimate modifier. or just remake it from scratch. I would try to keep the number of total vertices under one thousand max. though you should probably shoot for lower.

Caused by lag from high poly character models