27-05-2020, 09:51 AM
(27-05-2020, 09:11 AM)josemendez Wrote: Hi there,
1.- To "lock" the position of a softbody, you must lock at least one of its particles. Define a particle group in the blueprint editor, then attach it to a transform using a particle attachment.
2.- Mesh cutting using the plan you outline (feed the mesh in its deformed state, split it, generate two new blueprints from the two chunks) should work, but probably not in realtime unless your softbody is extremely simple. Blueprint generation performance is far from realtime, there's a reason why it is a coroutine: you generally dispatch it, then wait a while for it to be done. You mention a < 1 second delay is acceptable, this will depend a lot on how many particles/vertices you have and how large your cluster radius is.
Well that sounds great,
I'm using the default Sphere (pCube1) mesh supplied in Obi Common Samples for the Slime main object. That's the one I need to cut. As I see in inspector, it has 486 vertices and I'm using it's default blueprint settings -
Do you think this is performant enough for typical mid-2017 to 2020 mobile devices?
Again, about 1-2 seconds delay can be acceptable as I can use graphical tricks to hide the delay.
Also, How can I access the deformed mesh in realtime?