A versatile destroyable asset blueprint. Define which type of interaction should kick in when the object is hit or shot. Destructible simulation, physics simulation, spawning of selected VFX or a combination. In the game we used this for multiple types of assets such as breakable environment set dressing for flavor and juiciness and for breakable barricades used as progress gating. It supports different settings for the actor such as: forces that should be applied and swapping in different meshes for different damage stages if the actor requires multiple hits before breaking.
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Special Thanks to Chetan Koti and Karoly Molnar at BFG for helping produce the sheer amount of destructibles in the game. And Aksel Jensen for additional C++ Implementation.
The Team:
Technical Designer:
Aksel Jensen - https://kroax.net/
Art:
Environment:
https://www.artstation.com/johan_segelstad
https://www.artstation.com/michellepowell
https://www.artstation.com/ehn
Character Art:
https://www.artstation.com/gustav_pethrus
https://www.artstation.com/stefannoren
VFX:
https://www.artstation.com/linus_ferm
Lighting:
https://www.artstation.com/marie_jockmans
https://www.artstation.com/hampusback
Art Lead:
https://www.artstation.com/robkoi
Art Direction:
Rikard Ryberg
Concept Art:
Erik Feiril