The gameplay ability/attribute system is great for handling health and damage, not sure if it can be applied to components but treating each grid section of a wall with its own attribute system could be something to look into
Is this like an ablative armour system where pieces are progressively damaged and chipped away? Like voxels?
If you need a visual representation of said wall pieces, you could use an Instanced Static Mesh + Custom Primitive Data. Each piece of the wall tracks its own damage, right there on the GPU and can be (re)moved from the pool.
It is an armor system that pawns and certain structures such as installations would use. Since it needs to serve pawns and static meshes I wanted to put it under the actor system.
Yes it certainly is much like an ablative that would get chipped away or whittled and eventually penetrated or critically damaged instantly penetrated.
Voxels would be an interesting way to track and represent this. I’m not sure how well that would replicate across networks though so I don’t think that’s the correct direction for what I am trying to implement.
Looking over the documentation link you posted, thanks!