GET STARTEDINTRODUCTION
Introduction
Crushform adds real-time visual damage to vehicles and props in Unreal Engine. Bodies dent where they are hit and lose paint where the metal moved, glass cracks and shatters, dirt builds up from the ground under the wheels, tyres squash on landing and wrap round what they press onto, and trees, fences and props break. The server decides the damage and the client driving the vehicle predicts it, so the same setup works in single player and online.
What’s in the box
Section titled “What’s in the box”| System | What you get |
|---|---|
| 01Dents | A lattice moves the mesh where it was hit: a point impact craters, a wall flattens the nose, a glancing blow drags the dent. |
| 02Paint | Paint scrapes off where the metal moved, with scratches and chips around the impact. |
| 03Soft zones | Stiffness zones set how deep each region dents, edited in the viewport and mirrored left to right. |
| 04Hinged parts | Doors swing loose and tear away, hoods fly off, decided by the damage under each hinge. |
| 05Glass | Laminated and tempered presets. Panes crack, shatter and throw shards; a crushed hood cracks the windshield. |
| 06Dirt | Dust, mud, snow and wetness build up from the ground under the wheels, on the wheels too. Wash it all, or one spot. |
| 07Tyres | Contact patch and bulging sidewall on landing, deformed in the material. |
| 08Collision | Body collision follows the crumpled shape as the dents grow. |
| 09World | Breakable trees, fences and props bend, snap and leave debris. |
| 10Sound & FX | Impact sounds and effects per material, rolling audio and FX per surface, a layered engine sound. |
| 11Multiplayer | Server-authoritative damage with client-side prediction. Players who join late see the same dents. |
| 12Debug | Debug mode, a stiffness-zone overlay, stats and console commands for damage, repair and tyres. |
How it fits into your game
Section titled “How it fits into your game”Crushform never depends on your game’s code. A vehicle plugs in through an adapter component:
- Crushform Chaos Vehicle Adapter for a pawn built on Chaos Vehicles. It reads the wheels from the movement component, so there is nothing to wire by hand.
- Crushform Vehicle Adapter for any other vehicle. You list its wheels, and it finds the ground under them with traces.
Any other actor can take part by implementing the host interfaces, in C++ or Blueprint: ICFDeformHost, ICFWheelHost, ICFBreakerHost, ICFTireHost, ICFTireViewer and ICFEngineHost.
Modules
Section titled “Modules”| Module | Type | What it holds |
|---|---|---|
Crushform | Runtime | The core: the deformation lattice, dents, paint, dirt, glass, hinged parts and the project settings. |
CrushformBreakable | Runtime | Breakable trees, fences and props, and their debris. |
CrushformImpact | Runtime | Impact feedback: sounds and effects when things hit. |
CrushformTire | Runtime | Tyre deformation at the contact patch. |
CrushformWheel | Runtime | Wheel surfaces, rolling audio and rolling effects. |
CrushformEngine | Runtime | The layered engine sound. |
CrushformVehicle | Runtime | The vehicle adapter for your own vehicles. |
CrushformChaos | Runtime | The adapter for Chaos Vehicles. |
CrushformCamera | Runtime | A chase camera for vehicles. |
CrushformDebug | Runtime, not in Shipping | Debug mode: a free camera and tools to dent, dirty, wash and repair. |
CrushformPlayground | Runtime | The moving hazards of the Proving Ground demo. |
CrushformShaders | Runtime | Registers the plugin’s shader folder. |
CrushformEditor | Editor | Editor tools and content builders. |