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Can modifiers be called in the Blender Game engine and called using actuators?

For example, could the explode modifier be called when you jump on a box?

If so, are there some modifiers that work better than others (faster rendering), or any general rules of thumb I should use when applying them?

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  • $\begingroup$ I know that the generate modifiers (mirror, array, subsurface division) work just fine in the Blender Game engine. I think that all of the other modifiers could be used as well. It's just a question of whether the graphics card will be able to handle them in real time. $\endgroup$ – Gwen May 23 '13 at 15:39
  • $\begingroup$ It's better to have animations done beforehand and then use an action actuator. $\endgroup$ – iKlsR May 23 '13 at 15:46
  • $\begingroup$ @iKlsR good point. Still would like to know though. I haven't done much in the GE since 2.4x. $\endgroup$ – A Wild RolandiXor May 23 '13 at 15:49
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While certain mesh modifiers like subdiv and array modifiers works* in the game engine, modifiers cannot be called while you are in the game engine. (i.e. you cannot create an explode or array modifier using actuators)

*Actually, I would suggest baking the mesh modifiers anyway before you run the game. Otherwise you might run into physics bounding box issues.

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