Destructible Chunks have Screwed up Rotation
I've noticed odd behavior when working with destructible meshes from apex tools. When I start damaging the destructible and chunks start to fly around, several of the chunks behave as if their pivot point is offset from their center.
So in effect they are rotating around a point in space. It looks very unnatural and would never happen in physics unless there were a point gravity source that the chunk was orbiting. Any clues what's up with this?
The apex lab simulator doesn't exhibit the issue. I'm on 4.6.
asked Dec 17 '14 at 02:34 AM in Bug Reports
I'll take a look at this, but in the mean time do you mind posting your modified settings for your DM along with any settings you have changed in the details panel when the DM is in your scene? It's most helpful to be able to see the exact results you have rather than playing guess work on what I'm seeing on my end. :)
Also, the PhysXLabs simulation aside, if you import a DM created with PhysXLabs are you seeing the same behavior or is this only with meshes created in UE4's Fracture Editor?
One last thing, make sure to include the simplest setup that you see the results in. Usually default Fracture cell site count and seed work (ie. 25 and 0).
answered Dec 17 '14 at 02:45 PM
Tim Hobson ♦♦ STAFF
Never Scale Destructible Meshes
You must have scaled your Destructible Mesh in the level itself! (the actor)
Never scale destructible meshes!
You must import the destructible mesh from Apex Physics lab with the correct scale
in the editor, you must export your static mesh, scale it in 3ds max or other art program, then re-import it with your final chosen scale
It is a known bug that scaling Destructible Meshes causes the result you are describing
I've reported it myself several times, including during the Beta
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