Cracking effect on custom prop?

I’m trying to make it so my custom props get cracks as they take damage, like regular Fortnite props. I can’t seem to figure out how to do it though. Does anyone know how?

Hello! Look at this page of the manual for a block called “Configuring Damage and Destruction” maybe it will help you.

Do not lose hope!

Hey I have been trying to do this for a while now. Sort of getting somewhere with this but still a bit lost. I have managed to get the UV world aligned cracking effect, to darken up as damage is applied, however on the first damage applied the damage material replaces mine with bad UV placement.
I am using a building prop blueprint with a prop manipulator.
To get where I am at Right Click on Content Browser>Miscellaneous>Data Asset>BuildingTextureData it creates a data asset, open it then in the material overide box search for MI CR DamageOverlay (turning this into an instance reveals a lot of stuff including damage parameters, I am now using the instance trying different settings)
Bring up your prop blueprint and drag the data asset into Instance>Texture Data>Primary
Now on play testing your prop should crack up as it is damaged so long as your otherblueprint and prop manipulator settings are OK.
Now how to get rid of that unwanted texture ??
Also I can’t figure out how to get building props to be destroyed or fall down instead of floating in the air when the prop below them is destroyed.

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after making an instance out of the MI CR DamageOverlay texture, you can replace the textures in the instance with your own, this gives a good progressive cracking up, but not sure how well it goes with complex UV needs. Hopefully well see some more indepth damageable attributes in future updates. The fall down thing is still stumping me, there is a setting to attach to a parent actor which destroys the prop when the parent is destroyed, useful for non structural assets but not really helpful for say a custom destructible floor.

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I have another question along this same subject. I have wind effects on my mats and they work fine as a static mesh. But as soon as I put them in a blueprint the leaves no longer move unless I hit the tree.

This works, but it causes validation issues :confused: Doesn’t allow using Base_Material

@Hardcawcanary Actually just figured it out! Creating the instance from the data asset would result in Base_Material being used, which isn’t allowed. Worked around it by creating a new material instance, in the parent section I selected the DamageOverlay. That gave me different parameters where I was able to change the textures! :slight_smile:

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