x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Move destructible mesh chunks with blueprints

Hey guys, I am working on a game where the player is able to pull objects toward themselves, then aim and launch them back out using physics. This works fine with static mesh's but I am having difficulty doing it with destructible meshes and their 'chunks'. I would like to be able to line trace to a specific chunk (as I am doing currently with static meshes), get the chunk, pull it toward the player, attach it to the motion controller (the game is in VR) and then launch the chunk back out into the world.

The problem arises because I cannot figure out how to set the specific chunk's location. I am able to add a physics handle and attach it to the motion controller, but it attaches at its current location and will not move towards the player.

I know this is a bit of a complicated description but if you have any experience with this, any advice would be greatly appreciated!

thank you!

Product Version: UE 4.14
Tags:
more ▼

asked Feb 02 '17 at 10:02 PM in Blueprint Scripting

avatar image

Jordan Ariel
1 1 2 2

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

DM are more like skeletal meshes than static meshes, and the chunks are the bones with sockets.

If you want to move a DM chunk around like that, you will need to do it in C++; unless someone found a magic way in blueprints to do it.

more ▼

answered Feb 02 '17 at 11:11 PM

avatar image

ErrinMiller
439 15 6 21

avatar image ErrinMiller Feb 02 '17 at 11:14 PM

If you'd like a modeling way to do it, you can put your DM into Maya, export each chunk as it's own FBX, and then put it together in the engine.

Functionally, you would have a solid piece in scene, and then when it's 'broken' you destroy it and spawn all the chunk pieces in it's place.

avatar image Jordan Ariel Feb 02 '17 at 11:21 PM

Hey ErrinMiller thanks for the quick response. In your opinion is that the best way to do it? Seems fairly roundabout... the objects are seperated pieces and respond to physics individually, shouldn't there be a way to reference their locations?

Also you mentioned that they are like bones with sockets...does that mean I can use a node like 'get socket location' to find the hit bone location?

avatar image ErrinMiller Feb 02 '17 at 11:39 PM

Probably the Maya method if you aren't comfortable with Unreal C++, and you can get there information by getting the chucks socket by name or index.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question