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Real-Time Car Deformation and Runtime Static Mesh Deformation—without manually creating morph targets.
Add permanent collision damage to an existing vehicle project while keeping your current vehicle physics. The component-based workflow supports static-mesh-based and skeletal-mesh-based vehicles.
Tested with Chaos Vehicles, Advanced Vehicle System, FGear, and R-Tune. Multiplayer replication and Blueprint integration are included.
Watch the Deformation Demo 🎬 | Try the Playable Demo 🕹️ | Documentation 📖 | Discord Support 💬
Why Choose This Vehicle Damage System?Setup demonstrated in under five minutes: Add the component, assign the prepared deformation data, and configure its behavior. Tutorial recorded for version 1.x.
No manually authored morph targets: Prepare supported meshes with the included editor utility.
Static Mesh, Skeletal Mesh, and Multiplayer Support: Use the same network-replicated damage workflow with either vehicle type.
Existing Vehicle Integration: Add the component without replacing your vehicle physics solution.
High-Poly and Low-Poly Support: Use meshes with different shapes and vertex densities.
Blueprint Integration: Configure and control the system through a designer-friendly workflow.
Drivable Example Car: Start with a prepared example vehicle.
Create permanent dents and visible collision damage during gameplay. Real-Time Car Deformation can be combined with engine damage, localized hit reactions, protected passenger areas, detachable parts, and other gameplay logic.
The system is designed for racing games, driving simulations, crash experiences, vehicle combat, and multiplayer projects.
Runtime Static Mesh DeformationThe included Static Mesh Deformation tool prepares meshes inside the editor. It creates and manages the required deformation data and automatically groups vertices to reduce runtime processing costs.
This Runtime Mesh Deformation workflow allows static-mesh-based vehicles to receive visual crash damage without requiring a complete skeletal-mesh conversion.
Fast SetupPrepare the mesh with the included Deformable Mesh Tool.
Add the deformation component to your existing vehicle.
Assign the generated deformation data and configure the behavior.
Use collision events to create deformation during gameplay.
Static-Mesh and Skeletal-Mesh Setup in Under Five Minutes 🎬
Tutorial recorded for version 1.x.
Advanced ComponentsHit Zone Component: Detect impacts in predefined areas and trigger gameplay logic such as engine damage.
Protection Box Component: Protect areas such as the driver's compartment from deformation.
Attachment System: Support parts attached to a deformable vehicle mesh.
Deformation Origin Component: Control the origin and behavior of deformation.
Deformable Materials: Create materials compatible with the deformation workflow.
Performance Profiling: Measure relevant parts of the deformation process with configurable profiling settings.
Multiplayer Replication: Synchronize deformation between connected players.
Mesh Preparation: Prepare static meshes without manually creating morph targets.
Vertex Grouping: Group vertices to reduce runtime CPU processing.
Data Management: Create and manage deformation data assets.
Setup Tutorial — version 1.x
Latest Version: 2.2.1
Runtime Module: DeformableMeshComponent
Editor Module: DeformableMeshTool
Blueprints: 19
C++ Classes: 15
Network Replicated: Yes
Supported Development Platform: Win64
Supported Target Build Platform: Win64
LOD Support: Available with Realtime Mesh Component integration
One drivable example car is included. Environmental assets visible in demonstration media are not included unless explicitly stated otherwise.









