**This is the support thread for Destructible Glass. If you encounter any bugs first look through the thread. If there is no information already, then post them here and I’ll do my best to help out.
If you have a specific request about your project, send me an email at [EMAIL=“seanue4marketplace@gmail.com”]seanue4marketplace@gmail.com**
I recommend subscribing to the thread so you can be updated of any changes.
Aligning the blueprint:
Unfortunately destructibles in ue4 didn’t like world support on all sides and more often than not the window would pop out of the wall when hit.
So it was necessary to have surrounding supporting bits these can be hidden in the supports and I included an align material variable to help hiding the support chunks
Guide:
Drag and drop blueprint into scene
Select Align Material variable
Scale Blueprint and align white lines to edges
Uncheck the Align Material Variable and your good to go
Increasing Destructibles
When you have many destructibles in a scene (eg my example map) the engine will stop the destructibles from breaking into pieces and instead the pieces will disappear.
You will need to increase the max destructible count in the engine by editing ConsoleVariables.ini
Once again this is for the engine so the file is located in the install folder of UE4
My file location:
C:\Program Files\Epic Games\UE_4.15\Engine\Config\ConsoleVariables.ini
Once you open it just add the two lines at the bottom and save the file
p.APEXMaxDestructibleDynamicChunkIslandCount=2000
p.APEXMaxDestructibleDynamicChunkCount=10000
Replication
UE4 doesn’t really support replication for destructible meshes out of the box so after a lot of research and testing, I found the best solution is to replicate the projectile and have it run it on the server. Then when the projectile is shot it will be shot on both the server and client and it will hit in the destructible mesh in the same spot. This isn’t 100% replication but it more than gets the job done.
Here is an example
I will update the files to include these changes, but for your own project you will have to do these two easy things.
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set projectiles to replicate
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In the player Blueprint create a custom event that runs on the server and use that to fire projectiles
When you set this up you will notice on the client that the projectile angle only changes on the Z axis (the player can’t fire at the ground or in the air) this is because movement replication in UE4 isn’t set up for all angles and to change that you’ll have to go into C++.(at least from what I was able to gather)
**Important
If you are using 4.18 and above you will have to enable the apex destruction plugin