FAQ
No changes to materials have any effect
In most cases the problem is that you don't use our mesh component when applying any changes to materials. See materials for more information.
After deactivating Realtime Mesh Component plugin, several blueprints do not compile anymore
Sometimes, for whatever reason, the Easy Static Mesh Deformation Component plugin also deactivates itself when the Realtime Mesh Component plugin is deactivated. Make sure that the Deformation Component plugin is enabled and rebuild the project.
Does GPU deformation require RealtimeMeshComponent?
No. The GPU backend uses its own renderer and prepared LODs. RealtimeMeshComponent only selects the alternative CPU mesh workflow when that configuration is compiled.
Why are my Damage Zone boxes missing in Play?
Enable Debug Advanced Damage System on the correct DMC, and place active Damage Zone boxes underneath that component. Placing them elsewhere on the same actor is not enough. This debug switch does not enable unrelated debug systems.
Why do front and rear zones have the same color?
Zone type is a descriptive label, not a preset. Color follows the configured Resistance Multiplier, so equal values produce equal colors. The box resistance does not decrease with each hit; section damage accumulates separately. See Advanced Damage Debugging.
Why do I see dents but no scratches?
The material must read Vertex Color R on the visible deformable mesh. Use it as the alpha between the original surface (A) and scratched surface (B). Geometric dents alone do not create a scratched material. See Deformation Material.
Does a damage snapshot preserve every old dent forever?
No. It stores compact section-damage state, not a complete vertex-position checkpoint. Exact geometry recovery remains subject to the retained hit history. See Replication for defaults and limits.
What if startup reports a missing DeformableMeshGpuRenderer.usf?
Check that you installed a complete, matching plugin release for your engine version, including its shader files. The GPU update uses Source/DeformableMeshComponent/Shaders/Private; older binaries can expect the previous layout. Do not mix binaries and shader folders from different releases or edit engine shader code as a workaround. If reinstalling the complete package does not resolve it, send the startup log and package version to support.