@Epic: Pretty nice info! Can’t wait to see it coming.
Here is a small snippet i wrote to Tim Hobson a couple of hours ago, maybe you can help us out on this:
A) - I read a lot about the problem that there is no way to dissolve/fade out the chunks.
Is it possible to expose the chunks inside a BP and then adding a timeline with opacity function to it?
Alternative way 1: Override chunk’s material once it’s active to use the whole chunk (inner + outer mat id), we may wanna use a dissolve shader on it then!
Alternative way 2: Shrink chunks over time. It worked pretty well inside Cinema 4D (native 3d application, using an explosion modifier)
B) (If there is no solution for “A”.) Destroy chunks on second hit from a weapon? (first, i used “crumble smallest chunks” but this is not giving the desired effect of “fading/destroying” chunks)
C) Separate Chunk collision from initial DM. Our ships are either collide with both or no collide at all. (Large chunk threshold not working on our physic-ships)
At the moment i circumvent most issues above by killing the chunks in under a second replace them with particles.