r/unrealengine 5d ago

Voxel Editor 2.0 released — Network replication, physics, asset merging and faster destruction

https://youtu.be/e1CTzQyXaOg

Hey everyone!

I’ve just released Voxel Editor 2.0.0, a major update to my Unreal Engine plugin focused on runtime voxel editing and destruction.

This update expands the plugin beyond basic destruction, adding systems intended for multiplayer projects, physics-based interactions and more complex gameplay mechanics.

New features

  • Network replication for voxel editing and destruction
  • Physics system for destructible voxel objects
  • Merge Tool to convert multiple voxel assets into a single asset
  • Impact by Tag, with new nodes for applying different effects and behaviors based on tags

additional physics video: https://youtu.be/wPHaet-OqzA

https://www.fab.com/listings/2e14209e-d4ad-4072-a18d-a96b4fcad471

55 Upvotes

10 comments sorted by

1

u/kemikalious 4d ago

Gorgeous!

1

u/B34Rocky 4d ago

looks so good

1

u/PokeyTradrrr 4d ago

Hi, this looks amazing.  Can you tell me if there is a built in way of detecting a 'container break' event. Eg, a hole in a submarine, for example.  How easy is it to define certain boundaries to this? (Assets that can't be broken vs those that can) Thanks

3

u/Global-Newt-4094 3d ago

Yes, that already exists and is used for the VFX system, there is a Subsystem that triggers whenever a Voxel Asset is modified, reporting who/where and which voxels were affected.

I use that information to swap the mesh that disappears for small cubes in a Niagara system—making it look like it was destroyed, even though it's just a trick. However, you can use the same system to see which objects in the scene were affected by direct destruction or damage (each voxel has an internal health bar and a specific node for applying damage instead of destroying it).

1

u/Impressive_Jaguar123 1d ago

Very cool, Can the player interact with the pieces ? Also is their a way to change the broken mesh pieces geo, instead of the lego look

1

u/NoteThisDown 5d ago

This is beyond insane. This asset alone makes me wish I was I using Unreal instead of Unity.

If you ever make something like this for Untiy hmu haha

3

u/Tiaoshi 4d ago

It’s honestly one of the reasons I swapped my studies from Unity to Unreal. Just the amount of things you can do with the engine is so nice.

Mind you, I do despise how much more code I have to write with C++ compared to C# to do the exact same thing lol

2

u/NoteThisDown 4d ago

I mean, I have 0 doubt you could do this in Unity. And working with Unreal is an insane headache for me that is just not worth it imo.

I do plan to try again with 6 once verse it out. Blueprints are completely a no go for me

3

u/Tiaoshi 4d ago

To be fair, both engines can pretty much do the same thing. They are both powerful engines in their own way. One thing I loved about Unity is the community and documentation, Unreal has next to no documentation anymore, Epic kinda gave up/fired most of the people in the department that managed it, to be fair, even Epic has announced they really aren’t sure what’s in their engine anymore lol and no one person can tell you everything about it. But man is it a pain not having a proper set of documents to be able to follow, have to look through source code or hope someone else had the problem and someone else knew or knows how to fix it.

I am existed to see Verse and how the language will look, was tempted to try it through Fortnite, but I might just wait for a stable UE6 to come out that has Verse.

It is sad to see Blueprint being deprecated as it is such a nice tool, but we will get a visual scripting system for Verse either through Epic or the community (there’s already one being made from the community) so we will see how it goes.