Hello, I realy appreciate some one giving some thoughts and examples if you can, to show how to deal with this situation:
I have a character and if he is killed by a projectile (explosion) he will be blown into pieces that will use physics, but i dont really know how to implement that in UE4
I thought that i have to destroy a pawn and spawn another version of the pawn allready brocken down into prepared chunks with collision.
But when i import that into UE4 i ither get one mesh with collision elements or each chunk as a individual object which sounds like very bad way to go.
The other way is to make it as a fractured mesh but i cant seem to tell it not to fracture already broken down mesh but instead use existing chunks.
The other thing is the original skeletal version, maybe i should use that?
So my question is how to correctly approach this problem?
Destroy the actor and spawn a new BP different actor (made of Mesh pieces (arms, Legs, guts) with physics and ad radial impulse in the centre) in the same location and rotation, add a blood particle too. that should do it. sound cool so post Video when you’re done i want to see it.
I’m gonna have to tackle this my self in the near future. maybe make a BP containing static mesh parts that would normally fall to the ground when spawned and place a childactorcomponent to give you a position to add impulse and spawn the blood particle then SET LIFE SPAN of the BP to 10 sec or so, if you add a little impulse to the hit location in the projectile BP you should get a different effect every time. Good Luck
Fantastic ! Looks smooth, if you’d be so kind to post a screen shot I’d like to see the event graph for the dwarf corpse BP. I like the look of the game too.
hers how Ive done it Dropbox - Error Dropbox - Error. (you need to DL the images to see them in full res.)
A bit primitvie but basicly is a chain of exectly the same operations going through each component, if a component has a velocity than a decal is drawn and over time the decal size is decreased (set by Size Koff) and each n-frame the decal is drawn, after a certain ammount of time BP stops drawing decals and after set time span the BP is destroyed.
I should make a forEachLoop but ive got to figure out how to make an array of components and exclude those that i dont want to generate decals.
The other thing that i am wondering - Is it possible to draw dynamicly a tiled texure on the landscape at runtime where the components will be located?
Im trying to create a similar effect, i want to: when a character gets hit with Axe and dies show blood. ideas? The Game Im Working On Is A Horror Game Keep In mind.