Hi everyone! Grid Destruction is a plugin for destructible walls in multiplayer games. Shoot a wall and a real hole appears in the geometry: bullets, grenades and players go through it, and every client sees the same hole.
A 12-minute bot match in Lyra Starter Game, cut to 3 minutes.
What it does
- Real holes in procedural geometry, with collision that matches what you see
- Server-authoritative: only damaged cells replicate, within a bandwidth budget; clients check their walls against the server and heal on a mismatch
- Layered walls: plaster, concrete, brick and wood each break on their own
- Structural collapse: unsupported pieces fall as debris with the weight of their material
- Per-material behaviour for concrete, brick, stone, wood, metal and glass
- Break, collapse and dust effects and sounds per material, no Blueprint wiring
- Editor tools: walls sized in centimetres, built by clicks, window and door openings cut live
- Blueprint integration: one node where your weapon already has the hit
Requirements
- Unreal Engine 5.7 or 5.8, Win64
- No dependency on Lyra or GAS. Tested in a blank project and in Lyra, as a listen server and a dedicated server
Not in this version: walls are planar. Curved walls are on the roadmap.
Links
- Fab: Grid Destruction: Multiplayer Destructible Walls | Fab
- Documentation: Redirecting
This thread is also the place for questions, bug reports and feature requests. When reporting a problem, it helps to say whether you saw it on the server, a client or both, and to include the output of GridDestruction.HashCells typed while it is happening.