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Destructible Meshes

A resource can have a destructible version of its mesh that breaks apart when it is harvested.

EngineAssetComponent on the Foliage Actor
Unreal Engine 5Geometry Collection (Chaos)Geometry Collection Component
Unreal Engine 4Destructible Mesh (Apex)Destructible Component

Step 1: Create the destructible asset​

Create the destructible version from the same static mesh that you paint as foliage.

  • Unreal Engine 5: select the mesh in a level and create a Geometry Collection with Fracture Mode.
  • Unreal Engine 4: right-click the mesh in the Content Browser and select Create Destructible Mesh, as in the screenshots below.

Find the foliage mesh in the Content Browser:

Find the foliage mesh

Create the Destructible Mesh:

Create Destructible Mesh

Example settings for a destructible rock:

Example settings for a destructible rock

Step 2: Add it to the Data Table​

Add the asset to Destructible Meshes in the resource's row.

Same index as the Foliage Mesh

The destructible asset must have the same index in Destructible Meshes as its mesh has in Foliage Meshes. Leave an entry empty if a mesh has no destructible version.

In this example, the rock at index 1 has a destructible version at index 1, and the mesh at index 0 has none:

Matching indices in Foliage Meshes and Destructible Meshes

Step 3: Add the component to the Foliage Actor​

Open your Foliage Actor Blueprint and add a Geometry Collection Component (UE5) or a Destructible Component (UE4).

Add the destructible component to the Foliage Actor

The plugin now handles damage and visibility of the destructible mesh:

A destructible rock being harvested

Unreal Engine 5: Field System Actor​

In Unreal Engine 5, the Geometry Collection is broken by spawning a Field System Actor at the hit location. The default is the engine's FS_MasterField. You can choose another one with Field System Actor in the Plugin Settings.

To apply the damage in your own way, override Handle Destructible Damage in your Foliage Actor. See Foliage Actor.

info

Simulating physics on depletion is disabled for resources that have a destructible mesh.