Destruction System

A simple and easy-to-use small destruction system.

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Description

Video:

Youtube

Bilibili

(The contents of the two video links are the same. Please select the faster one.)

This is a blueprint system based on Fracture and Chaos.

The resource includes a comprehensive set of tutorials. Even beginners can use it.

System composition:

BP_Object + BP_GC_Actor + BP_Field (+ BP_Trigger)

BP_Object: 

—Refers to a blueprint containing Static mesh and custom events. 

It cannot be destroyed.

BP_GC_Actor:

—After reaching the triggering condition, BP_Object will become BP_GC_Actor, 

becoming a destructible state.

BP_Field:

—BP_GC_Actor can generate a destructive force field independently or break 

through external destructive fields. Users can choose according to their needs.

(+ BP_Trigger):

—There are non bullet type destructive effect triggers in the scene, and users can 

go to view the relevant blueprint nodes that are called.

BP_Field contains 3 fields:

(Different force fields with different colors)

Field_Prohibit: 

—Stop the small jumping of the broken fragments. Save performance overhead.

Field_Anchor: 

—Fixed GeometryCollection or the blueprint containing GeometryCollection component.

Field_Break_Blast:

—Produce destructive and explosive effects on the GeometryCollection or blueprint.I preset particle effect and sound variables inside, which can greatly reduce the workload of users.

The final loop case in the scenario demonstration is an additional application that can create a cutting like effect.

Technical Details

Number of Blueprints: 4 main ( BP_Object + BP_GC_Actor (+ BP_Field)(+ BP_Trigger) )

Number of Main Materials: 1 main material (Tips for different force fields in BP_Field.)

Supported Engine Versions

5.1 – 5.3