How to apply damage to a car?

Car physics like damage, any tutorial of this? :slight_smile:

Thanks

You mean car deformation?

yes… if the car hit from wall or any objects :slight_smile:

As I know there are many ways to do that. First way, you can use cloth physics in order to get realistic damage system, but in the sense of performance considerations and synchronization issues, that would be useless sometimes. (For instance BeamNG) As far as I know most of the projects use mesh replacement for damage system. Use different types of deformated parts of a vehicle and set a trigger to that part, change that particular part afterward.

Any update this Question :(.

Hello Peude,

What you are looking for is what is called a “Morph Target.” What this means is that you can have a static mesh, much like a car, and deform it along a timeline or switch/replace it’s mesh with a broken or damaged version of the car.

This Morph Target can take the undamaged static mesh of the car and blend it with the damaged version either instantly, or over time depending on how you want to set it up via blueprints.

Here is some really helpful documentation as to how to set up your morph targets. You can also go into the "Content Examples’ and open up the level “Morph Targets” to see examples of morph targets.

Content Example ‘Morph Targets’ Documentation

Static Mesh Morph Targets Documentation

Hope this helps!

Cheers,

Hey Andrew,

hope you guys don’t mind me hijacking this thread, but having come across a similar problem:

Could you by any chance add some guidance for the blueprint / collision setup part, too?

The morphing part is incredibly useful already, but some ideas on how the collision,
events and blueprints could be set up would definitely help.

Cheers,

Til

Hey Albatros,

After you have set up your car mesh and are ready to add events with collision, the first thing you will want to do is to make sure your collision is set up properly. Use the static mesh collision reference as a guide to check against your own model.

Static Mesh Collision Reference

My next suggestion would be to have a look at the ‘Vehicle Game’ from the learn tab as well as the ‘Advanced Vehicle Template’ which you can add to your project. Going through the blueprints of these projects and breaking them down into sections in order to understand the concepts behind their logic will provide you with a concrete starting point. Reverse engineering I have found is one of the best ways to learn because you are able to answer questions you might have by exploring further into the project.

If you have any other questions or need additional direction on where to look for your project, please do not hesitate to ask.

Cheers,

I already did this, and I have different vehicles set up correctly, but my question is:
In the vehicle examples, you set up some collision boxes which are the vehicle collision. Those boxes cover the car so right now, the pieces that must be “damaged” are not beign collided, so, how should I go trought morphing them if the impact is not reaching these pieces?

If you are doing collision checks, and want it to be done on the geometry of the car, you need to use the Complex as Simple, which will use the polygons and triangles of the mesh itself to account for collision traces.

Car Destruction in Unreal Engine 4 on Vimeo Here you go, full car destruction.

This isn’t really useful for a drivable car. The entire vehicle is made up of about a hundred separate meshes joined together with physics constraints.

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i would like to suggest that in matrix awakens they used a bone structure to do car damage i really like it still taking it apart when we figure how it works properly will share more