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Instance Damage System lets you interact with instanced static meshes in an open world fashion!
- Easy setup through data tables
- Exposed to blueprints – easy scripting anywhere within your project
- Example Project utilizing newest UE5 features – World Partition and Chaos Destruction
Features:
- Ability to spawn actors in place of instances
- Hiding/unhiding instanced meshes’ instances
- Respawning over time logic depending on the distance from the player
- Pooling system (reuse already spawned objects)*
- Full World Partition support (hide/unhide instances even when the instanced mesh isn’t present in the level!)
- Ability to setup custom data per each static mesh asset used by instanced meshes (exp, money, etc.)
- Network Replication
- Save and load instanced meshes’ state (hidden/unhidden state)
- Example project with minigames build around the system:
Chaos minigame (recreation of Saints Row’s Mayhem activity)
Destruction minigame (destroy a random instance amount of 3 randomly picked meshes)
Wanted Level example (get wanted stars depending on the amount of damage done)
*Disabled on chaos based destructibles in the example project as there’s no way to reset a geometry collection to its initial state (at least yet)
Technical Details
Code Modules:
- InstanceDamageSystem (Runtime)
Number of C++ Classes: 7
Network Replicated: Yes
Supported Development Platforms: Win64
Supported Target Build Platforms: Win64, Android
Important/Additional Notes:
- Projectile damage is bugged in 5.0 due to an engine issue. Please use 5.1+ if possible.
- Using default ISM/HISM classes is possible but it’s not recommended since they don’t support point and radial damage
You can contact us at any time and request that the asset you want be added to the site from the Request Asset section.