I need some advice or possible ideas on how to set up some blueprints for the props in my level.
I have a road on the lower side of a mountain that has some pillars on it. In the valley beneath there are minions passing by that I want to crush by pushing the pillar onto them.
I’ve created a blueprint parent of type actor to use with various props. When the character punches the pillars, a widget with a progress bar appears until the breaking point. On reaching the breaking point, the actor is set to simulate physics with a custom physics asset override, allowing it to fall slowly to the ground. The mesh is destructible and it applies damage to itself when a capsule that is located in the upper part hits the ground, fracturing it. After it fractures, the chunks should also scatter, dealing damage.
- Any idea on how to use these chunks to apply damage to other actors?
- If I have some child blueprints that do not use most of this functionality, would it be wise to create a totally separate blueprint for them, performance wise?
- I’m open to other ideas or workarounds for this sort of thing, given the fact that i’ll use these blueprints at least 100x per level in different instances.