Dmitriy Vergasov - Crushform — Vehicle Damage

Crushform deforms your vehicles where they are actually hit. A lattice around the body takes every impact — its direction, speed and contact area — and the mesh, its paint, glass, collision and hinged parts follow it in real time. Everything is replicated: the server decides, the driving machine predicts, and every player sees the same wreck.


Playable Build - https://drive.google.com/drive/folders/1HpIF5LSuzP7b4bDMQJ0jtWwy29YsFzH2?usp=drive_link

WHAT IS INSIDE

• Dents — a point impact craters, a wall flattens the nose, a glancing blow drags the dent; metal folds where it crumples.

• Paint — scraped off where the metal moved, with scratches and chips around the impact.

• Soft zones — mark soft and stiff regions of the body with a box gizmo right in the Blueprint viewport, mirrored to the other side.

• Hinged parts — doors, hood and trunk swing loose and tear off, decided by the damage to the part and at its hinge; hinge mounts are edited in the viewport.

• Glass — laminated and tempered presets; panes crack, shatter and throw shards, and a crushed hood cracks the windshield.

• Dirt — dust, mud, snow and wetness build up from the surface under the wheels, on the wheels too; wash the whole car or one spot.

• Tyres — contact patch and bulging sidewall, deformed in the material.

• Collision — the body's physics collision crumples with the visible dents.

• World — trees fall, poles bend, fences break apart into pooled debris; static meshes dent as well as skeletal ones.

• Sound & FX — impact sounds and effects for crashes, glass, parts and wooden or metal props; rolling sound and FX per surface; a layered engine sound.

• Multiplayer — server-authoritative damage with client-side prediction; players who join late see the same dents.

• Debug — an in-game debug mode with damage and dirt presets, lattice and zone overlays, stats and console commands.


FOR DEVELOPERS

• Add one adapter component to a Chaos Vehicle and it creates the rest; other vehicle systems plug in through the generic adapter or the host interfaces, in C++ or Blueprint.

• Ready master materials for body paint and wheels, plus material functions to bring Crushform into your own materials.

• Blueprint events for damage zones; Blueprint-callable repair, wash and dirt.

• Data assets for vehicle profiles, glass presets, surfaces, impact feedback and engine sound; settings under Project Settings > Plugins.

• A playable proving ground with moving hazards, a ready sedan, breakable fences, trees and poles.


Documentation and full API reference: https://dmvergasov.github.io/crushform/

Depends on the Chaos Vehicles plugin, which is Experimental in Unreal Engine; the editor tools also use the Beta Geometry Processing and Mesh Modeling Toolset plugins.