# What is the best way to blow up a character to pieces

**URL:** <https://forums.unrealengine.com/t/what-is-the-best-way-to-blow-up-a-character-to-pieces/290252>\
**Category:** World Creation\
**Tags:** unreal-engine, Physics, Collision, pawn, Blueprint, question, fracture\
**Created:** [August 6, 2014, 7:54am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-blow-up-a-character-to-pieces/290252 "2014-08-06T07:54:49Z")\
**Posts on this page:** 11\
**Page:** 1

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**Author:** ![MasterChief\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MasterChief\_1](https://forums.unrealengine.com/u/MasterChief_1)\
**Post date:** [August 6, 2014, 7:54am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-blow-up-a-character-to-pieces/290252/1 "2014-08-06T07:54:49Z")

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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?

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**Author:** ![anonymous\_user\_642ca581](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_642ca581](https://forums.unrealengine.com/u/anonymous_user_642ca581)\
**Post date:** [August 6, 2014, 9:35am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-blow-up-a-character-to-pieces/290252/2 "2014-08-06T09:35:55Z")

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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.

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**Author:** ![MasterChief\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MasterChief\_1](https://forums.unrealengine.com/u/MasterChief_1)\
**Post date:** [August 6, 2014, 9:43am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-blow-up-a-character-to-pieces/290252/3 "2014-08-06T09:43:31Z")

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Thank you sir! Thats what i needed. I’ll post a video for sure.

One little question is - will the pieces be able to interact with pawns, like being moved away by the colliding with them or by other projectiles?

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**Author:** ![anonymous\_user\_642ca581](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_642ca581](https://forums.unrealengine.com/u/anonymous_user_642ca581)\
**Post date:** [August 6, 2014, 10:15am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-blow-up-a-character-to-pieces/290252/4 "2014-08-06T10:15:39Z")

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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

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**Author:** ![MasterChief\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MasterChief\_1](https://forums.unrealengine.com/u/MasterChief_1)\
**Post date:** [August 12, 2014, 6:15pm UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-blow-up-a-character-to-pieces/290252/5 "2014-08-12T18:15:28Z")

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Heres my WIP version: [- YouTube](https://www.youtube.com/watch?v=xJ0Zh2n7KOk)

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**Author:** ![anonymous\_user\_642ca581](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_642ca581](https://forums.unrealengine.com/u/anonymous_user_642ca581)\
**Post date:** [August 13, 2014, 10:44am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-blow-up-a-character-to-pieces/290252/6 "2014-08-13T10:44:01Z")

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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.

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**Author:** ![MasterChief\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MasterChief\_1](https://forums.unrealengine.com/u/MasterChief_1)\
**Post date:** [August 14, 2014, 7:26am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-blow-up-a-character-to-pieces/290252/7 "2014-08-14T07:26:41Z")

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hers how Ive done it [Dropbox - Error](https://www.dropbox.com/s/h5z5edvxbri1ez0/2.jpg)  
[Dropbox - Error](https://www.dropbox.com/s/58svo2l2g4ofbr7/1.jpg). (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?

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**Author:** ![Dieselhead](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dieselhead](https://forums.unrealengine.com/u/Dieselhead)\
**Post date:** [August 14, 2014, 8:27am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-blow-up-a-character-to-pieces/290252/8 "2014-08-14T08:27:22Z")

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So much Myth flashback from this, it looks great!

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**Author:** ![MasterChief\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MasterChief\_1](https://forums.unrealengine.com/u/MasterChief_1)\
**Post date:** [August 14, 2014, 8:40am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-blow-up-a-character-to-pieces/290252/9 "2014-08-14T08:40:21Z")

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yes it is, im trying to recreate one level for fun 🙂

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**Author:** ![MasterChief\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MasterChief\_1](https://forums.unrealengine.com/u/MasterChief_1)\
**Post date:** [August 15, 2014, 10:15am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-blow-up-a-character-to-pieces/290252/10 "2014-08-15T10:15:05Z")

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sorry a broken link to image 1 so heres the right link:  
[](https://dl.dropboxusercontent.com/s/58svo2l2g4ofbr7/1.jpg)

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**Author:** ![anon78788359](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon78788359](https://forums.unrealengine.com/u/anon78788359)\
**Post date:** [December 6, 2018, 5:31pm UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-blow-up-a-character-to-pieces/290252/11 "2018-12-06T17:31:12Z")

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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.
