I’ve been trying to figure out a way to make destruction effects like holes and things for quite some time, but all end in headaches and roadblocks.
The newest failed attempt uses a texture render target as an opacity mask. The idea is when a shell hits the mesh it would draw to the texture, like Training Stream - Blueprint Drawing to Render Targets Overview - Sept 20 - Live from Epic HQ - Events - Unreal Engine Forums ,
then maybe add a cylindrical collision component that allows subsequent shells to pass through.
Problem is this doesn’t take into account the angle of the shot, so the question is how to draw a skewed mask based on the trace vector
I’ve tried multiplying the uvs based on the trace and managed to get it to skew, but have no idea how to rotate it. I’ve also tried 3d traces in the material but they won’t draw to the render target.
A completely different way of tackling bullet holes is equally welcome