Damage modifies pawn

Is there a way so as to modify the pawn’s static mesh when it receives damage so that a specific part of the pawn mesh is damaged? Suppose I have a vehicle and on a head-on collision with a tree, the front part is damaged. I don’t want a GTA V-esque damage but rather something like a GTA San Andreas type vehicle damage. However, if a damage detection like GTA 5 is present in the engine how do I use it?

If I understand correctly you want to check which part of the skeletal mesh is hit so you can modify your mesh accordingly ?

If that’s what you want to do, I think the best way to do it would be to create a physics asset for your skeletalMesh. In the physics asset you can apply different PhysicalMaterials on each part of the mesh. If you create one physicalMaterial for each part of your vehicule that can be damaged, you can then apply them where you want.

When you apply damage, I believe there is a hit result, it contains the PhysicalMaterial that was hit, it should allow you to determine which part of your mesh was hit.

I don’t know if I was clear as I don’t have any screenshot example right here :confused: