Deformation Approach #2.5: Procedural Mesh – Part 1

Hey guys, finally a new post! And the waiting wasn’t in vain, we got good news! We got a functioning deformable mesh! In the middle of the runtime mesh prototyping, Epic Games released Unreal Engine 4.13, which has some exciting new features, including many changes and optimizations on the built in procedural mesh functionality. I started or had implemented a lot of functionality for the runtime mesh, which are now also available for the procedural mesh. So we decided to switch (hopefully the last time) and to implement the deformation with the procedural mesh.

The procedural mesh already has the functionality to create a dynamic mesh from a static one, so I didn’t have to implement it again. First I added some construction script functionality, so that it copies the mesh and saves the relevant mesh information (with a custom blueprint node) while working in the editor.

construction_script

If someone wants to dig in to procedural mesh, I recommend the live stream from Epic as a starter

I decided to split this deformation approach into 3 parts, so that the posts are smaller and easier to read.

Part 2 is coming soon!

Read more about the different deformation approaches here.

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