06-03-2026, 10:03 AM
Hi, this thread mentioned destructive nature of blueprint generation, I noticed too that iteration based on mesh changes is really slow because of this, adding one vertex to softbody or cloth requires regeneration.
My proposition is to add feature to map existing data to newly generated particles.
To be precise, there would be checkbox next to "Generate" button (or button dropdown similar to lightmap bake) and this mode would keep old blueprint data cached, then after generation it mapsnew particles to old one by finding the closest particle. So things like weight, radius, groups would be copied from previous setup. Also groups - it would keep groups, but replace indices with new one that fit previous positions. In this case adding single vertex to mesh would require minimal changes, if any. In case of meshes with similar surface (but different density of particles) the same would apply, because 99% of data would fit previous setup.
This is not critical feature, but I think it would sagnificantly help many users and make iterations way shorter.
My proposition is to add feature to map existing data to newly generated particles.
To be precise, there would be checkbox next to "Generate" button (or button dropdown similar to lightmap bake) and this mode would keep old blueprint data cached, then after generation it mapsnew particles to old one by finding the closest particle. So things like weight, radius, groups would be copied from previous setup. Also groups - it would keep groups, but replace indices with new one that fit previous positions. In this case adding single vertex to mesh would require minimal changes, if any. In case of meshes with similar surface (but different density of particles) the same would apply, because 99% of data would fit previous setup.
This is not critical feature, but I think it would sagnificantly help many users and make iterations way shorter.

