In this tutorial, we will destroy a destructible mesh using property binding from Reality Editor to Reality Setup. Destructible Mesh is a mesh form that could be destructed by having damage. We are planning to destruct a mesh during on run-time by exposing a variable into Reality Setup.
This tutorial focuses on two learning topics:
Have knowledge about “OnChanged_” function definition.
Understanding the ZD ACTOR component.
Go to STARTER CONTENT → PROPS folder. Search for "rock" and right-click on SM_Rock and click CREATE DESTRUCTIBLE MESH
SM_Rock_DM will appear after clicking on the CREATE DESTRUCTIBLE MESH
Double Click on SM_Rock_DM. Click FRACTURE MESH
On the Destructible Settings panel, check ENABLE IMPACT DAMAGE. Close the SM_Rock_DM window.
Click BLUEPRINT CLASS
Rename it as DestructibleActor. Double click on it.
Click ADD COMPONENT + ZD ACTOR
Click ADD COMPONENT + DESTURCTIBLE
Click Destructible on Components tab. In the Details Panel(on the right-side) under Destructible Component category Select Destructible Mesh as SM_Rock_DM.
Click ADD NEW and VARIABLE under My Blueprint tab.
Click on variable on Variables tab. Rename the variable as isDestructible and make it public(instance editable) on Details Panel(on the right side of screen).
Click ADD NEW and FUNCTION on My Blueprint tab.
Rename the function name as OnChanged_isDestructible.
Important Node: The function name follows this pattern OnChanged_isDestructible.
Connect the nodes as shown in below. Make sure that Damage Amount is 50.0 and Impulse Strength is 1.0
Click COMPILE and SAVE on top menu. Close the blueprint.
Put your DestructibleActor into level.
Launch Reality Setup.
Click Play on Reality Editor.
On Reality Setup, click DestructibleActor. Under the default panel make Is Destructible true and see the changes.