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Technical - Destructible Physics Objects

Extremely early in production for MK1 we knew we wanted destructible dynamic objects on the fightline. Specifically, physics-reactive objects that could be destroyed once they've taken enough damage (i.e. once they've smacked into things hard enough or enough times). We wanted this to come online as early into production as possible, but didn't currently have all the necessary hooks to make it happen. Fortunately Blueprint was robust enough to allow me to create a tool that handled everything we needed from day 1.
The tool handles all the logic for when an object is damaged as well as spawning the "chunk" meshes upon its destruction. It also sidesteps any complicated manual setup processes by auto-searching subfolders for an object's chunk meshes.

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