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Media 0 for listing Action Slicing

Description

Slice actors with static or skeletal meshes using minimal setup. Supports slicing skeletal meshes during animation at runtime.


VIDEO:

Spotlight Video - Preview + Tutorial


WHY SHOULD YOU CHOOSE THIS PLUGIN?

It does not require preparing the slices as static meshes - the resulting slices are generated dynamically at runtime. This means, that when a skeletal mesh gets sliced - at this moment its animation gets paused, and the skeletal mesh gets converted to static mesh. At this point, the static mesh gets converted to a procedural mesh, which gets sliced into 2 pieces (all of this happens in the backend - you just call one blueprint function in order to execute this functionality).


WHAT CAN IT BE USED FOR?

Action Slicing is a solid choice when you need to implement slicing in low to mid-poly projects. For high-poly projects: keep in mind that slicing high-poly skeletal meshes at runtime will be costly. There is an optimization in place, which will dynamically swap the high poly mesh with a less complex LOD version (if it exists) - which will result in lower quality slices, so just be aware of that. I highly suggest watching the spotlight video and/or looking at the screenshots - you will notice this. That being said - any project where you want to slice through walls, chests, robots, or any other static/skeletal meshes - Action Slicing might be just what you need.

Included formats

  • logo of Unreal Engine format