Destructible...player?

Hi, I’m having some issues with destructible meshes and I was hoping someone might be able to provide me with some kind of work around, or perhaps an alternative solution?

Apparently destructible meshes don’t update their positions in game: https://answers.unrealengine.com/questions/87445/destructible-mesh-world-position.html

I sort of understand why but that is a huge problem for me. As the player in my game is a physics controlled ship that I was hoping to add destructible elements to. If I try to add a DM to the ship it will crumble immediately when force is applied to it, they also won’t follow along with the position of the ship either obviously. I also have UMG elements on the player, whose positions are called every tick to place them on certain areas of the ship. But of course, with a destructible mesh, since their positions don’t update I can’t stick any UMG widgets to them.

I’m kind of at a loss as to what to do :frowning:

Any ideas? Any at all?

Thanks for any help you can give.

Pieces? Do you mean like separate static meshes that I bring in?

For objects on the ship to destruct, can you have two versions of the item, a static that moves with the ship and when it is hit, hide it, set destructible to it’s location and show destructible then destroy it?

I thought of that but there’s no way to have a destructible follow anything, since it never updates it’s position there’s no way to get it’s location from anything.

I can’t even parent a destructible to anything in a blueprint. Wherever it’s placed is where it stays it seems.

If you mean destructible damage to the side of the hull on the ships (cannon blasts) then you would have to move the world around the ship for this, placing the ship at the same constant world position.
(Gameplay logic - when boarding the ship from the docks, the world starts to move around the ship, until coming back to port and getting off; and pre-animated damage is done for the enemy ship)

If you mean pieces on the ship or on top, that simply fall off, then you might be able to just use plain physics simulation.

The obvious alternative is static/animated destruction. I think I remember seeing the ability to record the physics destruction as part of a UE4 stream.

Hmm, those are some interesting ideas. Moving the world instead of the player? That’s kind of awesome :stuck_out_tongue:

I’ll have to look into pre-made destruction, that’s not something I’ve considered yet.

Thanks for the help!