
DEFINE SURFACE TYPE #
In the project settings, in the Physics section, you must give a name to the type of surface you want to use. For example, concrete, wood, stone, glass, etc. You can also do this with the Impact Context Editor by clicking the + button or by right-clicking in an empty area of the selector and selecting Create Surface Type.


CREATE PHYSICAL MATERIALS #
For each type of surface, you must create the corresponding physical material. A physical material contains information about the surface, such as its friction level, density, and other properties. Impact Designer can use this information, but its main purpose is to determine the surface type of an object.

CREATE NEW IMPACT CONTEXT #
First, create a new Impact Context asset. Right-click in the content browser and in the context menu, go to Impact Designer and select Impact Context. Then name this new asset as you wish. For the example, I’ve called mine IC_Bullet because it contains all the effects that will be triggered by a projectile from a firearm.
For now, you need to create a different impact context for each type of projectile. For example, a plasma weapon projectile will react differently with metal than a bullet. The visual effects will be different, the surface behavior will be different…
CREATE CONTEXT SURFACE #
Add Context Surface to available surface type by clicking on the small + button or with a right click on empty space and selecting Add On desired.
Set physics properties
Define the physical properties of the surface. Is it solid or liquid? Is it hot or cold? What is its resistance?
The physical material must have the same type of surface as the context surface.

Configure the impact types
Define the types of impact that can be sustained. Can a projectile ricochet or penetrate the surface? How? What are the consequences for the projectile?
Add Impact Effect Event
You can add modules such as the Spawn Niagara Effect, which spawns a niagara component at the point of impact. Impact Designer includes modules that address most use cases, such as instantiating particle effects, decals, sounds, actors, and more. New modules will be added with each update. You can also create your own if you wish.

REGISTER IMPACT CONTEXT TO SUBSYSTEM #
The Impact Context you just configured, which will be used by the various classes available in Impact Designer, must be loaded by the Impact Subsystem. You must add all the Impact Contexts you want to use in your game or application to the plugin parameters.

