Unreal Engine 4 – Procedural Mesh Slicing
Subscribe:  iCal  |  Google Calendar
Birmingham GB   20, Sep — 24, Sep
Chiba JP   20, Sep — 24, Sep
Ohio US   21, Sep — 24, Sep
Los Angeles US   27, Sep — 1, Oct
Latest comments
by Zac
9 hours ago

Really cool in VR, but I wish the camera would be locked to the cart, so that it felt like I was sitting in it. Now when the cart moves, the head does not follow so it feels like I'm just floating with no contact with the cart.

by edwardoamoah18@Outlook.com
10 hours ago

this is very inspirational. I love the look and feel of your environment

by TrickBox
20 hours ago

Nice ad Amazon but can we please at least have some cool behind the scene screenshot and informations instead of the regular Media tab of the official website ?

Unreal Engine 4 – Procedural Mesh Slicing
19 September, 2016

Epic Games’ senior training content creator Ian Shadden and community manager Alexander Paschall did a stream on procedural mesh slicing in Unreal Engine 4. It is a new feature available in the 4.13 release of the game engine.

They have demonstrated how to use procedural mesh slicing to create many gameplay mechanics.  Paschall  and Shadden have created a raw mesh, made a copy of it and spliced it up. To do this, the devs recommended turning off the “Use Complex as Simple Collision” in the “Details” section. Ian and Alexander used a simple environment to show how mesh slicing works.

In this tutorial Shadden and Paschall came across some problems during their work which they have how to troubleshoot.

© Unreal Engine, 2016 YouTube Link

Leave a Reply

Be the First to Comment!