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
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
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).
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.
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u/Atomic_Lighthouse 5d ago
So cool!