A little preview of the work in progress demo map:
Haha, the demo room looks great and very entertaining… If I was to play for 9 hrs and 20 secs though…
thanks! Yeh, I didn’t bother making the police actually turn up, I doubt anyone has the patience for that!
Hi.
Still following this thread with great interest.
Would you mind describing exactly how the destruction system works please? Is it built into materials so that you can make static meshes, apply your materials to them and they will fragment and break automatically? Or are there more hoops to jump through?
Regards
Slinky
Ok, it’s all pretty standard stuff I’d say, I should note that the included demo map and BP’s are really just examples of the FX in action and one suggested way of spawning them - you could spawn them using other methods depending on your project needs. So, for triggering the impact VFX in the demo project I have set up physical materials in the projects physics settings…
and then made corresponding physmat assets in a folder…
with each correctly assigned to the project settings physics material…
Then, whenever you make a material you assign it one of these physmats in the material editor drop down that corresponds to whatever material FX you want to spawn when it’s hit (alternatively you can override this in the static mesh detail panel)
Then, the projectile BP (which is basically the first person template projectile BP with custom stuff added) will query the physmat surface of anything the projectile hits and selects the appropriate VFX impact and sound…
Originally I tried using the original projectiles bounce settings to make ricochets, but I found it to be too unpredictable, so I have added variables for working out when a projectile will ricochet or not based upon impact angle, which can also be modified per material (so you could make sand consume bullets, and a hard smooth material can deflect them much more). There are also variables for random velocity loss per ricochet, VFX spawn angle variance, ricochet random vector cone etc…
If i were going all out to make a realistic ballistics system, I could also add penetration, exit VFX and a whole host of other things, but first things first!
For the destruction, it’s simply the built in destructible mesh system, so there’s nothing custom here except for the particles themselves…
So, you select your static mesh in the content browser, right click and then click “create destructible mesh”…
Then, just open the newly created destructible, fracture it etc and there are options to assign particle FX for when a fracture occurs. You would then simply assign the correct fracture particle for it’s material type.
Okay thanks for that run down. Should be a day one purchase for me.
Very witty last video by the way.
Regards
Slinky
have you considered adding mesh debris to the particle effects where appropriate… specifically wood splinters?
Thanks Slinky
Dcyoung: Certainly something I can add if it’s important to people. I’ve just added normals and improved the material for the small 2D GPU debris particles which helps a lot. Wouldn’t take long at all to bash out some mesh wood splinters etc though…
I’m experimenting with a destruction based game and having meshes included in the particle systems (even if just included variations) for wood splinter or concrete rubble bits would make this an instant buy for me.
very nice work ! have you got a release date and a price for this package ?
Has this been submitted yet?..
And so I added a bullet-time mode toggle into the demo…
Toukichiro/Jago138: I’ll aim to submit mid this week, just a few things to add/tweak and I’ll do a QA round. I’ll also put it on gumroad for those who want it quickly. I haven’t settled on price but I’ll have a think today and get back to you.
dcyoung: I’ll see about getting some meshes in too then
Hi. Just some feedback but having watched (and loved) the last slo mo video I’m not sure the impact point has expansion “bubble” effect is a bit overdone? Keep it by all means but would it be easy to edit the effect myself to reduce it or remove?
Regards
Slinky
Agreed! Yeh, I’ve toned them down somewhat already because they felt a little ‘toony’ to me, but if you don’t want them at all or wish to edit them, there is an emitter called ‘shockwave’ in the FX that have it, you could remove/edit it no problem.
Release this immediately, or I hurt you
Almost ready… should be submitting to UE4 marketplace tomorrow and up on gumroad for those who need it asap. Price wise i’m thinking $99 - which will include the updates content (i’m thinking of muzzle flashes, more materials, maybe more custom little blueprints with FX tied into them… lots of potential stuff to explore - certainly open to requests too as long as they fall under the ‘ballistics’ umbrella.
Hi again. If you’re considering requests I’ll be needing realistic muzzle flashes with wisps of smoke that follow the muzzle after firing has finished, similar to the effect used in Insurgency?
Regards
Slinky
That’s no problem. I’ll do that for the first update then (will be starting on update content next week)
Ok, so a lot of people have been asking for the pack asap, so here’s version 1.0 on gumroad - I’ll be submitting to the marketplace too but obviously that will be up when through the submission process
As mentioned, the first update I’ll start next week will include muzzle flashes, material additions and mesh debris alternatives. Requests welcome too and if I don’t fit them in the first update, then they’ll just get into another.