00 / DOCUMENTATION
Real-time vehicle damage for Unreal Engine
Dents, scratches and paint chips, glass, dirt, tyre deformation and breakable props, replicated with client-side prediction. Everything you need to put Crushform in your game.
UE 5.6–5.8WIN64 · LINUX · MACBLUEPRINT + C++MULTIPLAYER
START HERE
Pick your way in
Three routes to a first crash, depending on how your vehicles are built.
BLUEPRINT ONLY
Damage a Chaos vehicle
Wire three material functions, add the Crushform Chaos Vehicle Adapter and drive into a wall. No code.
QUICK START →
C++ OR BLUEPRINT
Plug in your own vehicle
Add the Crushform Vehicle Adapter and list your wheels, or implement the host interfaces in C++ or Blueprint.
YOUR OWN VEHICLE →
PLAYABLE DEMO
Drive the Proving Ground
Ramps, moving hazards, seven surfaces, trees and fences, all set up and waiting for a bumper.
OPEN THE DEMO →
WHAT'S IN THE BOX
Every system, documented
01 /
Dents
A lattice moves the mesh where it was hit: a point impact craters, a wall flattens the nose, a glancing blow drags the dent.
READ →
02 /
Paint
Paint scrapes off where the metal moved, with scratches and chips around the impact.
READ →
03 /
Soft zones
Stiffness zones set how deep each region dents, edited in the viewport and mirrored left to right.
READ →
04 /
Hinged parts
Doors swing loose and tear away, hoods fly off, decided by the damage under each hinge.
READ →
05 /
Glass
Laminated and tempered presets. Panes crack, shatter and throw shards; a crushed hood cracks the windshield.
READ →
06 /
Dirt
Dust, mud, snow and wetness build up from the ground under the wheels, on the wheels too. Wash it all, or one spot.
READ →
07 /
Tyres
Contact patch and bulging sidewall on landing, deformed in the material.
READ →
08 /
Collision
Body collision follows the crumpled shape as the dents grow.
READ →
09 /
World
Breakable trees, fences and props bend, snap and leave debris.
READ →
10 /
Sound & FX
Impact sounds and effects per material, rolling audio and FX per surface, a layered engine sound.
READ →
11 /
Multiplayer
Server-authoritative damage with client-side prediction. Players who join late see the same dents.
READ →
12 /
Debug
Debug mode, a stiffness-zone overlay, stats and console commands for damage, repair and tyres.
READ →
01
Wire the materials
In the Material Editor, put three material functions into your vehicle's materials: MF_CF_Deform, MF_CF_Paint, MF_CF_WheelDirt
02
Add the adapter
In the vehicle Blueprint: Add › Crushform Chaos Vehicle Adapter.
03
Crash
Press Play and drive into a wall. The body dents where it hits and the paint wears off around the dent.
SPEC SHEET
Built for production
Runtime modules only depend on the engine. Your game plugs in through an adapter component or the host interfaces.
- ENGINE
- Unreal Engine 5.6–5.8
- PLATFORM
- Windows (Win64), Linux, Mac
- NETWORKING
- Server-authoritative, client-side prediction
- WORKFLOW
- Blueprint and C++
- VEHICLES
- Chaos Vehicles adapter, or your own
- DEPENDENCIES
- Niagara, Chaos Vehicles, Enhanced Input