Instance Damage System

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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


  • 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

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