For the past 6 weeks or so, I’ve been working on a major project. This is not a paid project, sadly, but it’s one I am glad to have done.
About 6 weeks ago, I got to the point in my game development where I wanted to integrate Destructible Meshes into my game. I found that the authoring support in UE4 was not sufficient for what I wanted, and Physx Lab was very unpleasant to use, didn’t handle scaled meshes, and crashed a lot. So, I decided to fill the obvious hole.
I’ve built a new Destructible Mesh Editor for UE4.8 that supports all of the features of the Apex Destructible Mesh SDK. I’m not done yet, but I’ve made a demo.
Now, here’s what’s missing:
Cutout mode support is in, but not working. I am waiting on support from nVidia, which they’ve promised to deliver. It turns out cutout mode is very complex, undocumented, and only really used in Physx Lab.
There’s a rendering issue (external materials sometimes disappear.) This is an issue with the scene proxy for the destructible meshes. I really could use Epic help with this.
I need a good sanity check for how Destructible Meshes should behave in UE4. I hope to get that from some friendly nVidia engineers, but if anyone out there reading has a deep understanding of Destructible Meshes in UE4 and wants to share, I can use the help. My issue is that they don’t behave how I would like them to, so I need a baseline to see what is normal.
Once things are working, I will submit it as a pull request, and the long process of adapting my code to the standards of the UE4 engine will begin. I’ve followed the best practices as well as I can, but there’s obviously some areas where I can improve.
Speaking of that – this editor is going to spawn a lot of articles here. I learned a ton about UE4 internals, both editor and runtime, while making this. I’m going to share as much of it as I can both remember and put in useful article form.
As far as I know, this will be the largest outside contribution Epic has received for UE4. So much so that it might be a problem for them. It will be interesting to see how they react.