Multiple Meshes from one HDA via packed prims

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Hi there,

I'm creating an HDA that path deforms tunnel sections along a spline. In the end, I want each section as it's own unique static mesh rather than one huge mesh as there could be dozens of sections total. Looking at the docs, it says you can separate meshes by packing them and you can name them via another attribute:

"In order to easily separate multiple meshes in your output, you can simply pack each mesh into a pack primitive before merging thenm in your asset's output. Packed primitives are normally used for instancers, but in Version 2, a single pack primitive will always create a Static Mesh instead of an instancer with one instance.

The unreal_output_name attribute can be used to set the output mesh's name."

I believe I have set it up properly, where every tunnel section gets path deformed, then packed and named with an unreal_output_name attr, but when I bake the result in UE (bake to actor) I still get one giant mesh.

Does anyone know what I'm missing?

Thanks!

Attachments:
SectionsNamedAndPacked.jpg (695.6 KB)
TunnelSection.jpg (112.4 KB)

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