I have been trying to prepare some fractured meshes for use within UE4. What i’m hoping to do is basically take any mesh (let’s say a sphere) fracture it and then control the chunks with the shader in UE4, pulling them apart using a spheremask etc. I have tried fracturing my meshes and then simply exporting the .FBX but there has to be more to it because it just acts as one solid mesh whenever i pull it into UE4 and try to work with it.
I’m not trying to set up a fracture simulation in Houdini, that is no problem. I simply want to prepare
a fractured mesh in Houdini that i can work with in UE4 using a vertex shader.
What does your workflow look like when doing similar things? Any gotchas? I’m hoping to put together a small checklist for myself to use in the future when preparing my meshes.