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 ofBeginPlay
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 defaultRandomCarColor
is also replicated by default
- ... many small things - too many to list them here :)
Version 2.1 (06/2025)
- Support for Unreal Engine 5.6
- Attachments:
- We now support attachments, learn more about them in the documentation.
- Hits are forwarded from one component to another.
- Optimized the AfterImpact-Event for better attachment support.
- New settings: Receive Forwarded Hits, Generate Forwarded Hits, Debug Forwarded Hits, Ignore Self Hits.
- Deformation Origin Component:
- Learn how our deformation works in detail.
- Choose where the origin of the deformation should be, per component and/or for the entire actor.
- New setting: Deformation - Ignore Actor Component Origins: Ignore any Deformation Origin Component of type
Actor
.
- Enhanced Protection Boxes:
- You can have multiple protection boxes instead of only one.
- Protection boxes can be grouped and don't have to be a children of the Deformable Mesh Component anymore.
- Enhanced Deformation Materials:
- Refactored the template material and extended the existing documentation.
- Enhanced SFX/VFX (Impact Effects):
- New setting: Experimental - Impact Effects: Define SFX / VFX for specific physical materials / surfaces.
- Deprecated settings: Sound - Impact Sound, Experimental - Impact Particles.
- Miscellaneous:
- Refactored the included ExampleCar-Blueprint (renamed some components).
- Changed the default value of Max Hit Deform Percentage to 0.2 (was 0.5).
- Extended the documentation for advanced topics, e.g. Chaos Vehicle and Attachments. We are still working on these topics.
- New setting: Experimental - Min Velocity For Hit.
- Errors and warnings are now additionally displayed in the editor.
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).
- The
- Optimizations:
- Only replicate hits that are actually processed. Previously we also replicated hits, that would not have been processed due to
Impact Registration Interval
.
- Only replicate hits that are actually processed. Previously we also replicated hits, that would not have been processed due to