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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; GridNetClientComponent for an immediate resend and an on-screen net panel.
  • GridDestruction.HashCells with its own MATCH / MISMATCH verdict; GridNet.Measure for 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_DamageWall damage 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).