Above here is a video I followed on destructible meshes and how to create them. The tutorial seemed fairly easy to follow, and only needed a few steps in the engine, as well as a static mesh I had imported to break apart. However there was one problem, apart from in game mode where the destructible mesh activated too soon, so I tried to set up triggers to activate on contact, alas it was to no avail. As it didn't work & there were no video tutorials on the subject, I went onto the UNREAL ANSWER HUB to find out the right nodes to connect.

Unreal Answer hub - Fortunately for me, My question for activating a destructible mesh on overlapping the box trigger, was answered right away, Saving some valuable time on the creating the project.
" OK, so here's what I've done. First thing, we'll need an empty actor. Drop the empty actor into your scene. Now add a collision box (or capsule/sphere if that works better for you) component and add your destructible mesh as a component (both children of the root). From there, all you need to do is set your collision component to recognize overlap (I set mine to use trigger defaults for collision), position it where you want your trigger to be to break apart your destructible, and recreate the BP below. In my basic testing, if you step into the box, the destructible does its thing. And by keeping all of it within one BP/Actor, you can now instance this out and have it so that each individual trigger only activates one DM. Also note that I've included a little branch to make sure that only the player character can trigger the destructible s in this fashion. "
The unreal user giving me this advice for the trigger, greatly helped further my own knowledge and finish one of the ideas, I had for the horror scene. (this image above was my progress on the trigger I made).

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