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Cutting softbodies at runtime
#2
(23-08-2022, 12:15 AM)woffles Wrote: Would this theoretically work?

Hi!

It would work, but would also be extremely slow. See below.

(23-08-2022, 12:15 AM)woffles Wrote: And if so, how would I go about generating runtime blueprints (since I haven't found any documentation on this and I'm pretty sure runtime blueprint generation isn't supported due to its performance implications) as well as the other stuff?

Blueprints can be generated at runtime just fine, but doing this is not a realtime operation. Generating a blueprint is very costly, so it's exposed as a coroutine: you're supposed to start the coroutine, forget about it, and it will be finished at some point later in time (usually several seconds later). Showing the user a progress bar is a good idea, which is exactly what the editor does when you generate a blueprint in-editor. For this purpose, the coroutine returns an object which contains a human-readable message and a completion percentage value.

Check the manual for details ("ScriptingActors"-->"Creating Blueprints" section), generating a blueprint is as simple as calling its "Generate" coroutine:
http://obi.virtualmethodstudio.com/manua...ctors.html

kind regards,
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Messages In This Thread
Cutting softbodies at runtime - by woffles - 23-08-2022, 12:15 AM
RE: Cutting softbodies at runtime - by josemendez - 23-08-2022, 07:30 AM
RE: Cutting softbodies at runtime - by woffles - 23-08-2022, 08:13 AM
RE: Cutting softbodies at runtime - by josemendez - 23-08-2022, 09:00 AM
RE: Cutting softbodies at runtime - by woffles - 23-08-2022, 12:19 PM
RE: Cutting softbodies at runtime - by josemendez - 23-08-2022, 04:41 PM
RE: Cutting softbodies at runtime - by woffles - 24-08-2022, 01:23 AM