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Destructable actor - weird behavior

I made a little test scene with a trigger and wall being a destructible actor. When I enter the trigger, damage is applied to the wall but no matter how high the damage and how low the damage threshold, it won't fall apart.

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asked Mar 11 '14 at 05:07 AM in Everything Else

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ue4-archive ♦♦ STAFF
49.9k 3662 1986 9113

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3 answers: sort voted first

Hi Christian.Hecht,

I downloaded your project and found what the issue was but i was unable to come online yesterday. Anyway one of the problem was you were using vect(0,0,0) as the location instead of actor location. So change it like this:

alt text

Now select your Destructible Mesh in your viewport and on the details tab turn off Simulate Physics.

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Now go ahead and destroy it. :)

_firststep.png (164.4 kB)
_secondstep.png (355.2 kB)
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answered Mar 11 '14 at 05:07 AM

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ue4-archive ♦♦ STAFF
49.9k 3662 1986 9113

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM

That fixed it, thanks a lot!

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM

I want to apologize for using Vector 0,0,0 as the hurt origin in my original example. I only intended that as a basic example of using a vector, and it actually worked in my tests because of my positioning. This was something I edited recently in my post once I realized the confusion it could cause.

I am glad you have it resolved now. Thank you Satheesh for taking the time to look into this.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM

Glad i could help. :)

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Hi Christian,

I have found that a node to use for Destructible damage is Apply Radius Damage. Try using this basic setup.

alt text

I hope this helps.

Cheers!

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answered Mar 11 '14 at 05:07 AM

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ue4-archive ♦♦ STAFF
49.9k 3662 1986 9113

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM

Apply radius damage doesn't work for me either. I also tried it with a different DM, still no luck.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM

Can you post the screenshot of your BP Setup?

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM

It looks exactly like the one Stephen posted.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM

Christian,

First, try enabling the "Full Damage" option. If that doesn't help, then continue below.

Try the above setup in a new project, for instance in a First Person Blueprint Template. That Template also includes a Destructible Mesh in the Engine folder. You should not experience any issue adding an instance of the EditorCube_DM mesh to the level and using it in the level blueprint. Once you are successful here, import your own DM and see the results. By this method, you should be able to narrow down whether the issue lies with your DM or with something in your project.

Cheers!

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM

Where can I find the "full damage" option? I already imported my DM into the shooter example project and I'm able to shoot/destroy it there.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM

Did you upgrade to the new Rocket? Full Damage option is available in Apply Radius Damage node in newer version i think. (Build #1904627)

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM

I must be blind, ticked it. Still no luck.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM

Can you send me that project with apex mesh. I will definitely check it for you.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM
avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM

I'm pretty sure it violates NDA to host rocket assets anywhere but on the Epic dropbox

You should probably remove that independently hosted project

and upload it here instead

http://forums.epicgames.com/threads/968235-FTP-drop-box

I'm very excited about your project!

Keep us updated with pics!

Rama

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM

@Nathan: True, I removed it.

@Satheesh: You can find the the project file zipped in the dropbox in my folder named "Christian_Hecht"

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Did you catch this part of what Stephen wrote in his other post to Satheesh?

Stephen: "In addition to this, there are also properties in the Details panels of the Destructible actor and for your projectile called "Use Async Scene" and "Check Async Scene on Move" 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."

You have to either have both selected, or both deselected.

please try both options and let us know :)

Good luck!

Rama

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answered Mar 11 '14 at 05:07 AM

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ue4-archive ♦♦ STAFF
49.9k 3662 1986 9113

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:07 AM

Checked it, still no change for me.

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