Basicly there are two types of destructibles:
| Type | Recommended Component/Usage | Description | Example Blueprints |
|---|---|---|---|
| Destructibles which are grabable | Destructible Grab Component | Similar behavior as physics actors (bodies) | BP_ExampleDestructible, BP_WineBottle |
| Other destructibles | Normal Geometry Collections | More static objects with limited interactions, like walls, shooting targets. | BP_ShootingTarget, BP_ShootingTarget2 |
Setting up a destructible actor to grab is quite simple. Create a new actor or make a child of the example BP : BP_ExampleDestructible.
-
The root component should be the static mesh, which needs to have
simulate physicsenabled and setup as any grabable actor: grab tag, collision settings, hand posing method etc. (see: grabbing). -
You need to create a geometry collection (GC) of the static mesh and add the geometry collection component to this actor.
-
Add the Destructible Grab Component component and write the name of the static mesh component in the variable:
Physics Mesh Name(under Settings).
Further settings of the component:
| Variable | Type | Description |
|---|---|---|
| Break Sound | USoundBase | Sound that will automatically be played if the destructible breaks |
| Destroy After Break | bool | Enable/Disable to remove the broken particles after some time |
| Broken Lifetime | float | Define the time in seconds after which the particles should be removed if Destroy After Break is enabled |
| Allow Destruction | bool | You can prohibit destruction by disabling this and allowing it in game |
| Enable Clustering | bool | Use clustering in the Geometry Collection (GC) |
| Override Materials | bool | Enable this if you want to automatically use the materials of the static mesh for the GC |
Radial impulse
You can additionally add a radial impulse on the breaking impact if you want a more explosive effect.
No Simulating Hit Actor
This section is if the actor should be able to brake by hits with components (actors) which don't have simulate physics enabled. An example for this is the BP_SimpleBullet. It uses the projectile movement, without the component itself simulating physics. The component checks if the hit component/actor has the manual break tag and uses the defined settings: Manual Impulse Multiplier and Manual Collision Strength to execute the break logic.
For the other destructibles see BP_ShootingTarget as example and how to use chaos destruction and create geometry collections in UE5: UE5 Documentation Chaos Destruction.