[BUG] Apex not working

Am a little confused with Apex. I will explain the exact steps i did:

Yesterday:

1: I imported a building model into PhysX Lab.

2: Used Voronoi as fracture method and broke it into 1000 Pieces.

3: Exported it as APB.

4: Imported into Rocket and adjusted the below settings:

Damage Threshold: 25.0
Impact Damage: 0.0
Support Depth: 2
Impact Damage Override: IDO_Off

5: I used a Blueprint to deal damage and VOILA!! It does work the way i wanted! :smiley:

Today:

1: I imported another model into PhysX Lab.

2: Used Voronoi as fracture and broke into 1000 pieces.

3: In PhysX Lab selected some chunks and made them as support.

4: Exported the asset and imported into Rocket.

5: Opened it up and first thing i noticed was BodySetup was None.

6: Anyway i ignored it and set the Apex settings as mentioned above.

7: Using that same blueprint i gave it some damage and VOILA!! It didnt work. :frowning:

Retrying:

8: Again i went into PhysX Lab and reimported the mesh and broke it again.

9: This time i didnt select any support chunks.

10: Exported and re-imported (Right-Click and reimport) and still BodySetup was None.

11: So i deleted the mesh from Content Browser and imported again.

12: This time BodySetup was NOT set to none. So i assume it will work in-game.

13: I used that same blueprint to deal damage and VOILA!! Its still not working. :frowning:

I have attached the asset here incase you want to look.

NOTE: Am using PhysX Lab version 1.1 that uses Apex SDK 1.2.1 and PhysX SDK 2.8.4

Hi Satheesh,

When you say that the asset is ā€œnot workingā€, do you mean that it is not being destroyed at all?

I have used your asset in ShooterGame and do not experience any issue; when shot, it breaks into pieces where shot.

Yes its not destroying at all. I tried setting the base damage to 300 and Impulse to 50 and still nothing happens. Not even a single chunk breaks free. I attached a particle effect as fracture effect and when shot that particle also doesnt show up. Any idea what might be the issue?

Note: My project is 100% Blueprint only. No C++ codes.

Just now I imported another mesh and still its not working properly. This time only the below half is breaking up. I have attached the apex asset here. I have recorded a video and uploaded to FTP_Dropbox\RyanJon2040\apex_issue.mp4. Kindly look into it. And please do let me know if you want me to upload anything else.

PS: I am unable to upload the video here because it says size exceeded. Even though its just 8 MB.

Apex Asset

Apparently the projectiles seems to pass through the mesh. Causing no damage or anything.

I did mention this in this post here - https://rocket.unrealengine.com/questions/1647/apex-destructables-collision-problems.html

and here
https://rocket.unrealengine.com/questions/7541/apex-destructible-error-rocket-stops-responding.html

where Stephen you did respond - ā€œRegarding the rocket launcher not affecting DestructibleMeshes, I do not yet have a definite answer for that. I have tested and discovered that actors do not register ā€œdamageā€ when shot by the launcher (although characters are affected). I have reported this issue for investigation.ā€

Iā€™m sure Epic will get us an answer soon :slight_smile:

Hi Satheesh,

Have you tested with your asset in ShooterGame? As I said, I experienced no issue destroying your mesh in the ShooterGame project.

Let me know your result there. If it destroys in ShooterGame, then the issue most likely exists with how you are doing damage in your project.

Cheers!

Hi, sorry for the late reply. I havent tested it in ShooterGame Project as i dont have that. The thing is the first APEX asset i brought worked perfectly. But since then no matter what i do none of the other APEX assets that i import works. Its not just meā€¦See another user also reported the exact problem:

https://rocket.unrealengine.com/questions/10838/destructable-actor-weird-behavior.html

And my Blueprint setup is similar to his.

I have found that a good node to use for applying damage to a destructible mesh is Apply Radius Damage. Shown below is a screenshot I have taken from within a modified version of the MyProjectile blueprint in the FirstPerson Blueprint template.

In addition to this, there are also properties in the Details panels of the Destructible actor and for your projectile called ā€œUse Async Sceneā€ and ā€œCheck Async Scene on Moveā€ respectively. Please make sure that your choice to either have this enabled or disabled is consistent between the two. Having one enabled and one disabled can cause the issue you see.

I hope this information helps, let us know your results.

Cheers!

Awesome Stephenā€¦Works like a charm!!