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Lumina Interaction Framework VR (LIFVR) Documentation

6. Destructibles

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

6.1 Destructible Grab Component

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 physics enabled 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.

6.2 Other Destructibles

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.