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.
Technical Details
Features:
- Slicing skeletal meshes
- Slicing static meshes
- Example material-based visual effect on created slices
Code Modules:
- ActionSlicing (type: Runtime)
Number of Blueprints: 5
Number of C++ Classes: 8
Network Replicated: No
Supported Development Platforms: Win64
Supported Target Build Platforms: Win64, Android, Linux
Original_Link: https://www.unrealengine.com/marketplace/en-US/product/action-slicing