Let's create a corridor using some destructible mesh we discussed before. The idea is to create a long corridor composed of a lot of tiles where some of them are fake and will break as soon as the player steps on them.
The easiest way is to create a simple tile mesh, create a destructible one from it, and position the single tiles one by one inside the level. We want to be smarter than this and use Blueprint to our advantage.
We will create a Blueprint class that contains a single row of static tiles and as soon as the game starts, swap a random tile with destructible ones.
Using BSP brushes, create a tile frame of 200 x 200 x 20 with a hole of 180 x 180 and a plain tile of 180 x 180 x 20 like this (I used the material
We create the tile in this way for a practical reason. When a destructible mesh is destroyed, it sends a force signal around its corner, and without a border, this signal inevitabily touch the other destructible meshes, starting an...