I work on the assumption that if I can do it, then anyone else can.
I suggest you figure out how to pull the source and build from it since that’s the hardest hurdle.
Re the rest, well, its definitely easier having 20+ years of experience with coding tons of different languages and knowing OOP.
Unreal does things wierd (probably because its too many cooks within a single kitchen), so 90% of the time you end up wondering wtf you are reading and having to look it up anyway…
So yea, I know what to look for, but also… yea, I end up having to look most of it up anyway;
I don’t really think you’d have too much difficulty considering just that.
Look ut up, and figure it out just like I would.
Obviously if you have 0 idea of what OOP code, classes with inheritances, function signiatures etc are supposed to look like, well, thats a bit of a hurdle I suppose.
However as I said, unreal function signiatures are almost unique, so it probably doesn’t change too, too much… (just for the love of everything don’t go assuming all coding is that bad/complex? Its really not, its unreal wanting to be different).
Regarding the rest and particularly destruction, I don’t really know.
I avoid engine specific stuff (like destruction) as the plague it is, since it compromises or locks down a project into a specific engine.
Its much better to build up your own custom classes with your own custom geometry collections to be able to migrate to whatever else with some minimal re-coding.
So, in short, I use my own destruction system and meshes that work however I interface them to work.
With some time, patience, practice and knowledge you could probably extend and modify the engine’s destruction classes to do similar things without having to do it from scratch like I did in the past.
Easier said than done, definitely. But generally if there is a will there is a way…
Alternatively I would try and bug the creators of the destruction system for more info and tutorials on how they intended it to work… i dont thibk what you are asking for is anything out of this world to be honest.