Hey there, nice Video! Very interesting way to realize damage and it seems way easier than deforming with bones or morph targets. But can you tell me if this is also possible by using the wheeled vehicle class and skeletel meshes? I honestly have no idea how to make a car drivable that only has a static mesh attached to it...
This is a great tutorial, but your pronunciation of some of the words makes me think your voice is actually a really good text to speech program (it also sounds seriously professional, like you should be a voice actor). "Pro-seed-ural" not "Pro-sid-ural", The "Latt-er" is optional, not the "Later", "Uh-Ray" not "Are-aye" etc. etc. Oh, and your written description about the Static Mesh and laggy start is incorrect English too, so now I'm almost certain this voice is AI. What program are you using? lol
lol thanks for the grammar lesson but yea the voice is generated - have a look at the first line in the description ^^ the result for ttp can vary quite a lot and especially with longer sentences the result is often strange
Can you please make a Tutorial on how to make drivable Cars in unreal Engine 5? I just downloaded it today and i want to make a car game. I will sub if you do!
I'm glad u liked the video :) Not sure what you mean by "vertices that are harder to be damaged". If you want to, you can of course create a seperate BP for smaller objects that you want to be deformed and attach it to the main BP, if that's what youre asking for
haven't tried it, but it should work yea. I think chaos vehicles uses skeletal meshes tho, so you maybe have to set that up and then use the PMC on top of that
It doesn't work. After adding all the variables and blueprint functions, blocks, etc. all I got was ERROR ERROR and ERROR. Can you also show the default values for all the variables?
Yea sure no problem :) Not sure how beamng does it but im certain its a little more complicated how they do it ^^ With the approach i've shown the deformation always is spherical without considering the actual shape of the colided object, for example. But its maybe a good start to add more features and functionality upon
It is perfectly. Is it possible to get the project file? I have the AVS plugin.
Blueprints is still coding. Just saying
i mean.. kind of yea
100% it's visual scripting lol
Yes, a goofy ahh yee yee ahh way of doing that ❤😂
and this life saver video just popped up one day when I had been entering the same keywords on UA-cam for a year! great work!
I can't get it to work.
Hey, please where did you get those crash sounds that you used
I fixed the errors, But the procedural mesh isn't updating, nothing happens to it. even when I checked simulation generates hit events.
I like what just happened here!
How do you setup the blueprint? IM STUCK ON THIS FOR 2 WEEKS.
@@BlenderDestruction Have a look at the blueprints i linked in the video description hopefully that helps
Great tutorial Keep it up
Hey there, nice Video! Very interesting way to realize damage and it seems way easier than deforming with bones or morph targets. But can you tell me if this is also possible by using the wheeled vehicle class and skeletel meshes? I honestly have no idea how to make a car drivable that only has a static mesh attached to it...
Is it possible to use this for a static object like a guardrail?
This is a great tutorial, but your pronunciation of some of the words makes me think your voice is actually a really good text to speech program (it also sounds seriously professional, like you should be a voice actor). "Pro-seed-ural" not "Pro-sid-ural", The "Latt-er" is optional, not the "Later", "Uh-Ray" not "Are-aye" etc. etc. Oh, and your written description about the Static Mesh and laggy start is incorrect English too, so now I'm almost certain this voice is AI. What program are you using? lol
lol thanks for the grammar lesson
but yea the voice is generated - have a look at the first line in the description ^^
the result for ttp can vary quite a lot and especially with longer sentences the result is often strange
Can you please make a Tutorial on how to make drivable Cars in unreal Engine 5? I just downloaded it today and i want to make a car game. I will sub if you do!
great!! can you add a map for the verteces that are harder to be dammaged or can't like tyres and approximitly of them.
I'm glad u liked the video :)
Not sure what you mean by "vertices that are harder to be damaged". If you want to, you can of course create a seperate BP for smaller objects that you want to be deformed and attach it to the main BP, if that's what youre asking for
cool video!
thanks :)
Can you please put a video about how to make death systems like the granny game
hm idk, it's quite different from what i've done here, but when i have time again i'll think about it!
Love this video man, ive been trying to figure out how to do something very similar. is there some way i could reach you for a chat?
glad you liked it :)
you can write to the email i put up on my channel: blukettle@gmail.com
@Blu Kettle
So will this work with chaos vehicles as you mentioned static meshes?
haven't tried it, but it should work yea. I think chaos vehicles uses skeletal meshes tho, so you maybe have to set that up and then use the PMC on top of that
@@blukettle That's what I meant...re skeletal meshes :)
I couldn't get it to work
Same here. I think it is outdated
👍
How did you get it to work, I have been trying but the procedural mesh just doesn't change
hello friend, do you have discord?
It doesn't work. After adding all the variables and blueprint functions, blocks, etc. all I got was ERROR ERROR and ERROR. Can you also show the default values for all the variables?
Great tutorial man, it works in UE4?
@blu kettle ty for the tutorial. I'm going to convert to geoscript, it may be a bit more performance.
np ☺️
give that a try would be nice if that worked!
You didn't post the CalculateImpact function
oopsi
will update that asap
@@blukettle Tnx
So Chaos Flesh can't do this?
NO, I tried, but chaos flesh cannot do it. It is clunky, and isn't like blender where you can just add plasticity.
Great!
This is a video I have been looking for damage like how beamng drive does and not the matrix bone damage, thanks for this!
Yea sure no problem :)
Not sure how beamng does it but im certain its a little more complicated how they do it ^^
With the approach i've shown the deformation always is spherical without considering the actual shape of the colided object, for example. But its maybe a good start to add more features and functionality upon
@@blukettle No yeah I know its way more complex but at least I can get the basics lol
@blukettle their soft cae body simulation is still the legendary best one, hope that ypu or someone else achieve a better result in unreal 5