1. Geometry Collections
Destruction begins with creation
of a Geometry Collection.
In the Geometry Collection map, we walk through some of
the options to consider when setting these up, as well as
offering some best practice recommendations.
2. Fracture / Clustering
Once you have created a Geometry
Collection, the next thing you'll likely want to
do is fracture it in order that it will break apart
during simulation.
3. Fields
Fields are a new system powered
through blueprints, which allow you to affect your
Chaos assets in many different ways. In this map,
we introduce you to a few concepts that should
help you get started with your own
field-driven simulations.
특정 부분을 맞췄을때 벽이 radial 방사형으로 터져 나가는 것을 보여준다.
1 . 우선 방사형으로 쪼갠다.
4.Niagara
Once we are able to simulate a sequence
of rigid body destruction, it is a good idea
to further augment the visual impact using Niagara.
Breaking, Collision and Trailing Events can all be leveraged
to spawn particle effects.This map gives you
a brief walk-through of how to set this up.
5. GamePlay
GeometryCollections send collision and
break events that can trigger gameplay.
This map provides a series of examples to help
get you started.
Geometry Collection to Monitor 는 부서지는 객체( GeometoryCollection) 에서 이벤트 가져와서 처리한다.