Destructile Physics Behave Weird in 4.7.2

Branch: Binary from the Unreal Launcher

Build Version: 4.7.2-2647323

Hello,
After switching to 4.7.2 (from 4.4.3) I noticed a weird behavior on the destructible mesh pieces (only in standalone builds) that can be seen here:

It looks like some of the pieces are flickering on and of for some time. They seem to cool off eventually but not always.
It is a bit hard to debug because it happens only if I make a standalone build - playing the game in viewport or launching a standalone game from the editor doesn’t have this issue.
There’s nothing special with those destructible meshes and as I said it didn’t happened in 4.4.3

Tried to enable sub-stepping but I get the same behaviour.

Thank you,

System Specs: WIN 7, HP Z800, Intel Xeon E5620, NVIDIA GTX 770

I found this to happen to me as well, setting collision to block destructables and meshes to overlap only seems to work randomly.

Does it happen only when you make a standalone build as well? I’ll try some different collision behaviors but it’s a slow process since I have to wait for game to build every time.

Hi Adrian,

I’ve been able to reproduce this with 4.7 as well. I’m currently syncing to our latest promoted QA build of 4.8 to test this and see if this has already been resolved internally.

It’s going to take a bit for me to get this one synced, but I’ll update with my findings along with a ticket number if this is still occurring.

Tim

Hi Tim,
Thanks a bunch for looking into it.

Best,

For the sake of not having multiple posts with this I’m going to close this thread and ask that any posts be made here going forward: Problem with destructible meshes in packaged builds. - Rendering - Epic Developer Community Forums

Just for some clarity. I’m not seeing this happening on our internal build of 4.8 at the moment. However, I am on a version from about a month ago. Our internal build will not package and load the packaged build without crashing. For this reason I’ve not marked this as fully resolved just yet in the post linked above, but once I am able to test on our latest internal build this should no longer be an issue and fixed with 4.8. I will update the other post once I get a build that can package without causing a crash.

Thanks for your patience.