July 14, 2023

 Destination Blog: Foundation Blueprint

The creation of a lot of the world will be done by a single blueprint. It spawns the appropriate instance static mesh based on the options given. This blueprint also contains the instance destruction logic for when the individual pieces are destroyed.

If the material is set to something that you can dynamically interact with like lava or water, those pieces will be swapped out for the appropriate blueprint when the game starts. At runtime the blueprint will feed the required information to any blueprint it spawns to make their visuals match. This is not just the location and orientation and geometry, but also the transforms for the world coordinates of the materials to ensure each piece that’s destroyed will have its material line up correctly. This information is passed onto the mesh using ‘custom data’ to keep the draw calls low.

This video shows some of the various options it has.