I’m resorting to manually converting all the ia meshes>actors via proximity overlap because I need that GPU compute.
Thanks!
I’m resorting to manually converting all the ia meshes>actors via proximity overlap because I need that GPU compute.
Thanks!
I wish “InstancedActorsSpawner” had Gpu compute so we use both features together!
Thanks!
I wish “InstancedActorsSpawner” had Gpu compute so we use both features together!
Thanks!
Would you have maps of Need for Speed: Hot Pursuit 2 (2002) by any chance? Those were super fun as well.
Would you have maps of Need for Speed: Hot Pursuit 2 (2002) by any chance? Those were super fun as well.
thank you for the awesome work! 💪💪💪
thank you for the awesome work! 💪💪💪
Self Prune node prunes meshes *within* assemblies instead of pruning *between* assemblies since all it sees are individual mesh bounds…😱
Thank you for your awesome work!!
Self Prune node prunes meshes *within* assemblies instead of pruning *between* assemblies since all it sees are individual mesh bounds…😱
Thank you for your awesome work!!
I think either Create Spline or Write Tangents nodes could do it, just need to keep trying!!
Maybe @nebukam.bsky.social would know? 🥲
I think either Create Spline or Write Tangents nodes could do it, just need to keep trying!!
Maybe @nebukam.bsky.social would know? 🥲