"Runtime" might be misleading, yeah it works in realtime in editor play, but I think it doesn't work in runtime in packaged build, because: GeneratedDynamicMeshActor is Editor only... 1:35 tooltip says that it is Editor-Only. Let me know If I'm wrong.
Hey man! Wonderful tutorial, made me laugh out loud, was clear and concise and got right to the point. Keep up the fabulous work and thanks so much for giving your time to people who had curiosity about this system! Can't wait to make some cool things myself and I look forward to seeing the things you make in the future!! Have a fabulous day c:
Love the video! Almost screwed up a few times, but after a little backtracking and about an hour or so, I did it! thanks for the video man! :D Hopefully I can learn to actually understand all this soon xD
Anyone find it suspicious that 'Gorka Games' came out with a video that looks almost EXACTLY like this one 3 months later, but where he only does an overview and doesn't show the setup?
thanks mate. did't get my feeds wet with the geometry script system but I need to look into that. for simple geo like wals it's killa :) thank you for your time to explaining it so easily
here is an idea, not sure if it will work... build the inside texture inside the wall material, but it is not shown then when the wall is broken, reveal the inside texture with the mask that responds to the destruction, normal, height change, etc.
If i want to have a plane instead of a 3d wall, how do i change it, cant find any append to plane node. Also want to change the projectile to a own mesh instead of the sphere. Any tips would bre great =) From anyonw =) Great vid !
Hello! One question: we try to use geometry scripting, but when we start progect at satndalone mode - our bp_map with geometry scripting don't appear... Do you know how decide this problem?
You are very good at explaining, congratulations, I wish you all the success in the world. Can you tell me why on my machine or on my project colleague's machine the use of Geometry Script is laggy? The lag occurs both when compiling the BP and at the time of HIT, when applying the hit, I don't know how to solve it.
Do not use convex collision generation on the wall. It takes way too long to calculate. Use boxes or complex collision. (Per poly) which is good for massive objects like terrain deformation or something
@@GeneralNovais I see. Geometry script is very performance intensive. The idea of having edible geometry is actually not so commonly found In games. Usually since unreal engine plugins are aimed to suit many uses, it comes at the cost of effectiveness since there’s more implementation for each process. Also depending on what your trying to do, blueprints could have dramatical effect on performance for resource intensive scripts since they go through a Virtual Machine if it isn’t native (converted to c++).
Hi, have a question, your box/wall is visible in standalone? I create dynamic mesh like in your video, and wall disappear in standalone (visible only in selected viewport, PIE and simulate)
So this video from Unreal Fest says that the On Rebuild Mesh event only works for the editor at the moment and not in game (although it also sounds like they're saying the DynamicMeshActor is editor only too). Possibly helpful anyway: th-cam.com/video/gDso9X4HgLA/w-d-xo.html
Mystery solved I think, Ryan Schmidt from Epic explains that for things to work in game we need subclass DynamicMeshActor not GeneratedDynamicMeshActor. It's involves a bit more work as we have to manage the mesh ourselves, tut here: th-cam.com/video/Pj-3sYOZEow/w-d-xo.html I'd also like to just thank Erik for this really good video as well, it's been super helpful!!
"Runtime" might be misleading, yeah it works in realtime in editor play, but I think it doesn't work in runtime in packaged build, because: GeneratedDynamicMeshActor is Editor only...
1:35 tooltip says that it is Editor-Only. Let me know If I'm wrong.
you are right
Will it work with just a dynamic mesh actor with rigid scale
that kinda sucks big time as it becomes totally useless if true
You are correct. Use the parent class, DynamicMeshActor for runtime edits in live.
Hey man! Wonderful tutorial, made me laugh out loud, was clear and concise and got right to the point. Keep up the fabulous work and thanks so much for giving your time to people who had curiosity about this system! Can't wait to make some cool things myself and I look forward to seeing the things you make in the future!!
Have a fabulous day c:
Love the video! Almost screwed up a few times, but after a little backtracking and about an hour or so, I did it! thanks for the video man! :D
Hopefully I can learn to actually understand all this soon xD
Any way to separate the mesh in to two meshes when it gets cut in half and make two actors of these two meshes?
Hi, do you know how to change the wall to a custom shaped model or can he receive a programmed mesh body?
cool, when you cut of big piece on top, its possible add physics and let it fall down?
Good question, I tried that but wasn't able to get physics to work :( I had problems with the collisions
Anyone find it suspicious that 'Gorka Games' came out with a video that looks almost EXACTLY like this one 3 months later, but where he only does an overview and doesn't show the setup?
Well seems like he used the best tutorial for his setup :D
@@erikee For sure lol.
thanks mate. did't get my feeds wet with the geometry script system but I need to look into that. for simple geo like wals it's killa :) thank you for your time to explaining it so easily
Woudl this work in mobile standalone. Jsut 1 instance is good enough?
great video! How would we go about changing the material or texture inside the exposed wall?
here is an idea, not sure if it will work...
build the inside texture inside the wall material, but it is not shown
then when the wall is broken, reveal the inside texture with the mask that responds to the destruction, normal, height change, etc.
cool
Can you do more Geo Script tuts please? not many around . Great tut btw
Does this also work in UE4?
Can I make my terrain with this dynamicmesh?
Try it! You can do a lot of things with this dynamic mesh. If you don't want to edit your mesh in runtime, better use the landscapes.
Wow thanks!
If i want to have a plane instead of a 3d wall, how do i change it, cant find any append to plane node. Also want to change the projectile to a own mesh instead of the sphere. Any tips would bre great =) From anyonw =) Great vid !
Use copy mesh from static mesh node
Do they have LOD ?
More! MOAR!!
Please more tutorial, thanks
nice Is it possible to do this in line trace??
yes
Very nice tutorial :) but how do i handle the floating pieces? how to make them fall or desappear if they not conected with the rest of the mesh?
Hello! One question: we try to use geometry scripting, but when we start progect at satndalone mode - our bp_map with geometry scripting don't appear... Do you know how decide this problem?
11:58 Why wasn’t there a next time? 😢
very nice! :)
Nice work. Do you think we can add a new material or decal applied on the surfaces being hit?
I am not the author, but of course you can, but no need to do that inside the procedural component. Just spawn them normal way along hit normal.
Cool!
best tutorial voice around :)
🔥
You are very good at explaining, congratulations, I wish you all the success in the world.
Can you tell me why on my machine or on my project colleague's machine the use of Geometry Script is laggy? The lag occurs both when compiling the BP and at the time of HIT, when applying the hit, I don't know how to solve it.
Do not use convex collision generation on the wall. It takes way too long to calculate. Use boxes or complex collision. (Per poly) which is good for massive objects like terrain deformation or something
@@Palexite I was actually trying to use the same idea but in tree cutting.
@@GeneralNovais I see. Geometry script is very performance intensive. The idea of having edible geometry is actually not so commonly found In games. Usually since unreal engine plugins are aimed to suit many uses, it comes at the cost of effectiveness since there’s more implementation for each process. Also depending on what your trying to do, blueprints could have dramatical effect on performance for resource intensive scripts since they go through a Virtual Machine if it isn’t native (converted to c++).
Thank you. New Sub 😁
Hi, have a question, your box/wall is visible in standalone? I create dynamic mesh like in your video, and wall disappear in standalone (visible only in selected viewport, PIE and simulate)
I'm also finding this, once I launch the game, the walls vanish (visible is true for actor and mesh, and 'is editor only' is also false)
So this video from Unreal Fest says that the On Rebuild Mesh event only works for the editor at the moment and not in game (although it also sounds like they're saying the DynamicMeshActor is editor only too). Possibly helpful anyway: th-cam.com/video/gDso9X4HgLA/w-d-xo.html
Mystery solved I think, Ryan Schmidt from Epic explains that for things to work in game we need subclass DynamicMeshActor not GeneratedDynamicMeshActor. It's involves a bit more work as we have to manage the mesh ourselves, tut here: th-cam.com/video/Pj-3sYOZEow/w-d-xo.html
I'd also like to just thank Erik for this really good video as well, it's been super helpful!!
Thanks for your reply. Good work!
Can this also be used to make outwards deformations, like bumps in the wall?
yes
@@erikee Cool, and does it work if the cursor would touch a certain spot on the wall to make the deformation? Instead of shooting against it
@@saramonteiro9011 yes
@@erikee Ok perfect, thanks!!