Changelog¶
1.0.0¶
First release, for Unreal Engine 5.7 and 5.8 on Win64.
Destruction
- Grid destruction with adaptive detail, a procedural surface and a matching procedural collider.
- Side erosion of caps, ends, window jambs and the bore of a hole; corners chip before faces dent; dents drawn in whole chips.
- Exit blowout on the far face; glancing hits leave furrows; grazing and ricochet response per material.
- Brittle glass that breaks in whole shards.
- Break patterns from a mask or from the wall material's own height map.
Structure
- Structural collapse with falling rubble weighted by the physical material.
- Joined walls: shared seams, hits that cross a joint, support only through real ground. Floors and ceilings that rest on walls; an overhang limit, with a choice of how overhangs built into a level behave.
- Layered walls whose inner faces take no blowout.
Multiplayer
- Server-authoritative. Only damaged cells replicate, budgeted to stay under the engine's limits.
- Published per-wall hash, client desync detection and automatic resend;
GridNetClientComponentfor an immediate resend and an on-screen net panel. GridDestruction.HashCellswith its own MATCH / MISMATCH verdict;GridNet.Measurefor bandwidth.- Late-join size warning.
Look
- Six material presets (concrete, brick, stone, wood, metal, glass) and a thin concrete variant, all driven by one CSV table.
- Damage vertex channels and a wall-normalised UV set on every wall mesh.
M_Grid_DamageWalldamage material and two material functions for your own materials.- Niagara effects and sounds per material, fired by the wall, with no Blueprint wiring.
Tools
- Walls sized in centimetres, click building, viewport handles, wall variants and kits, live openings, texture placement controls.
- Walls in the navmesh, with breaches walkable under a dynamic navmesh.
- Damage snapshots for pre-damaged levels and save games (beta).
- Sample wall pieces and four kits in
Variants/, ready for the build arrows' right-click menu. - A showcase level and a third-person sample character with a rifle, a breaching charge, a cutter and a thrown grenade.
- Blueprint integration with no dependencies (Apply Grid Damage) or through a GameplayTag weapon table (Notify Hit By Tag).