How to Use Destruction and Damage

This page covers how to use the features of the plugin in blueprints. The logic in C++ should be the same.

For Destruction:

Mobile Destruction Shader:

This is a shader that puts holes in hit mesh materials. it only works with shrapnel and line trace.

  1. Assign the values to the destruction shader like seen in this screenshot on the component.

  1. You can filter which surface types can use the destruction shader with the Use Destruction Shader Map, you must be using physical materials for this, otherwise it will use default which applies to every mesh.

  2. In your material you want to use this with, search for Material function call and select "MF_DestructionShader".

  3. Set your material to masked and connect the material function to the opacity mask input.

  4. Thats it, if using line trace or shrapnel it should just work now.

Chaos Destruction:

This plugin automatically integrates with Chaos Destruction. Here is how to use it.

  1. Assign a chaos field actor to the component, the plugin comes with one you can use which acts as a explosion.

  2. Assign the other properties required for chaos destruction as seen below.

  1. That is it, the plugin will now destroy chaos geometry collections.

How to use Damage:

This plugin supports normal and point damage for a wide range of use cases.

  1. Enable the "use Damage system" boolean.

  2. If you want point damage to be used, enable the "Use Point Damage" boolean, if false this uses normal damage.

  3. Optionally assign a damage type class to be used.

  4. Ensure the damage amount is above 0.0 for it to work and register, unreal does not apply damage if its set to 0.0

  1. Thats it, the plugin will now apply damage to any actors it hits. use event any damage or event point damage to receive it.

Wall Penetration:

To use wall penetration with this plugin is very simple.

  1. Assign a physical material to your surface, if not using physical materials then set default.

  2. Assign a value to each physical material, this value represents how many times it will pass through a wall. in the demo content its set to 4.

  1. That is it, wall penetration should now work for line trace types.

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