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Changelog

Version 1.0 (07/2024)

  • Initial Release, basic functionalities

Version 1.1 (08/2024)

  • Network Replication
  • Support for non-physics-simulating Actors and Non-Vehicle Actors
  • Support for impulses through new AddHitToLocation function
  • Various refactorings of the component
  • Removed: "Vehicle Material" setting

Version 1.2 (09/2024)

  • 12 new functions have been added to influence the materials from the Procedural Mesh, for example to control the vehicle lighting.
  • New getter function has been added to expose the Procedural Mesh.
  • A bug that only one material slot is taken into account (the last index) is also fixed.

Version 1.3 (10/2024)

  • Demo map:
    • A bug has been fixed in the demo map where the tires constantly slipped into the ground
    • Collisions in the demonstration vehicle have been reworked
  • C++ optimizations have been made. Among other things, all for loops processing large data sets have been parallelized and are now executed using a multithreading process, which applies dynamic chunking depending on system performance and the size of the data set.
  • Multiple UVs are now supported, up to 4 per section of the static mesh.
  • The damage model has been completely revised. Among other improvements, you can now define the damage falloff via a curve. In the curve, you can determine precisely where the center of the damage is and how it should be distributed. You can also apply noise to make the damage appear more dynamic.
  • An "On Impact" event has been added to allow binding, for example, to damage display widgets or anything that needs to be updated after an impact.
  • Collision damping has been improved and now functions more effectively.
  • And much more.

Version 1.3.2 (01/2025)

  • Fixed an error in the tool that caused the tool to lag when selecting assets.
  • C++ accessibility of all important functions, events and variables.
  • A new experimental feature: ProtectionBox Component, which can protect areas from deformation (for example driver's seat with driver).
  • Minor bugfixes.

Version 2.0 (05/2025)

  • Upgrade-Guide
  • New documentation (old documentation)
  • Complete overhaul of the Deformable Mesh Tool
  • Switch from DataTable to DataAsset (DeformableMesh)
    • One mesh per data asset instead of potentially multiple meshes in one data table. See Upgrade-Guide
  • Support for external marketplace plugin "RealtimeMeshComponent"
  • Support for LODs (only in combination with RealtimeMeshComponent)
  • Example C++ actor (ExampleDeformableActor)
  • Refactorings
    • Most of the important functions were moved to C++ for better performance
    • All settings are now available in C++
    • Some deprecated functions were removed
    • We now make use of the OnRegister function instead of BeginPlay for earlier loading of the mesh
    • Several functions and properties were re-organized for better readability and usability
  • New Events
    • DeformableMeshLoaded
    • DeformableMeshInitialized
    • DeformableMeshUpdated
    • AfterImpact (this one was broken in previous version)
  • New Settings
    • Performance-Settings
    • Profiling-Settings
  • Networking
    • ResetDeformation is now replicated by default
    • RandomCarColor is also replicated by default
  • ... many small things - too many to list them here :)

Version 2.1 (06/2025)

Version NEXT (UPCOMING)

info

This version is not released yet.

  • Bugfixes:
    • The After Impact event sometimes triggered while the impact happened and not after the impact happened.
    • Fixed an issue with RMC in Unreal Engine 5.5 (only affecting multiplayer games).
  • Optimizations:
    • Only replicate hits that are actually processed. Previously we also replicated hits, that would not have been processed due to Impact Registration Interval.