Tristan Brown

Game Design | Game Programming | Project Management

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Destruction in Unreal powered by Houdini

Personal project exploring Houdini Engine

Unreal Engine 5 C++ Prototyping
Engine
Unreal Engine 5
Team Size
Solo
Role
Combat Designer
Type
Personal Project

Overview

This project is the result of some personal exploration on how Houdini Engine can hook into Unreal's Chaos system for dynamic destruction gameplay.

My Role

I created a tool in Houdini that would take any mesh, cut that mesh into separate pieces using planes, and then return those pieces as their own meshes. I then used VEX to hook those meshes into Unreal's chaos system so that any mesh in Unreal could be made destructible and that destruction could be art directed.

What I Learned

I learned a lot how useful Houdini Engine is for creating tools that can enhance your environments. I also learned how those tools can also be used to create exciting gameplay moments. For testing purposes I set up a breakable glass window next to a breakable concrete wall and just with those two assets alone I could start to see how that level of interactivity could be very powerful.

Challenges

The biggest challenge that I faced was becoming familiar with VEX and how Unreal's chaos system is set up. I relied heavily on the official documentation for both tools, which proved thorough enough to answer nearly every question I encountered.

Description
Learning about anchor points and testing the chaos system
Description
Demo for how the wall is able to split into different size chunks depending on impact
Description
Getting system working for all different kinds of objects in engine
Description
Demo for a unique structure responding to different impact types