Destructible Meshes Ignoring Impact Damage Settings

I have an issue with Destructible Meshes fracturing when they shouldn’t.


I am using 4.6.1, since 4.7 has serious stability issues for me.


Basically, I have a Destructible Mesh within a Blueprint Actor.

I want the DM to only fracture when I set it to in BP (using radius damage.)

I have all Impact Damage options unchecked - but oddly, they will still fracture when the character impacts with them, regardless of settings.


Any help would be greatly appreciated,

Thank you.


Hi Kenomica,

Would you mind sharing a screenshot of your event graph for how you’ve setup the DM to receive the damage and a screen shot of your DM settings from the DM editor?

Possibly depending on how the damage is being applied can possibly still generate the damage to happen with the damage radius. This may appear to be a result of the impact damage but in fact is done by the damage radius when when the character capsule bumps into it.

Hi, thanks for the reply. The damage should actually never be applied from the character unless a certain power-up is active.

I have tried a multitude of settings, including the default. Quite often the engine will crash when the fracture occurs on impact, with no call stack (I have been submitting the reports)

Here’s the screenshot of the blueprint :

Here’s the DM settings :

There’s got to be something going on with the logic that is setup, because what’s happening from what I can see is that the event is being triggered to apply the radius damage in some way.

I’ll dig into this when I can a little more, but at the moment I don’t have a clear resolution.

Thank you.


I have made a temporary/dirty workaround, but I still believe this to be a bug.
I have created spheres around the characters legs that use “hit event” true, and set the BP logic under “Event Fracture” - This fixed a few other issues, such as a slight delay when the character hit the obstacle, and collision not registering with chunks.
Original Comment Below.


I’ve actually removed the execution pin to the logic to test this - and the objects still fracture - leading me to believe this is definitely impact damage.

I have also played while debugging and the Blueprint does not go anywhere near the fracture logic when it isn’t supposed to.

A little more information : I have two characters, one who destroys every DM it touches (the dinosaur), and one (the player) who only destroys them with a powerup - otherwise the DM sends them flying backwards with a launch.

I disabled “Generate Hit Events” on everything - characters, and DMs.

The player still oddly generates the event of launching backwards, losing score etc. - despite hit events being off. This, also, stops the DMs fracturing from impact damage.

It seems that having anything with “Generate Hit Event” to true impact with the DM fractures it as impact damage, regardless of the blueprint.

Setting everything to not generate hit events fires the blueprints off perfectly…via hit events. Which seems totally backwards and I assume is a bug - but it works for me.

I have added Print String to the logic, so I can be 100% sure when the BP is fired off, and sure enough - the text does not appear with “hit events” set to true, whilst the text does appear with it set to false. This causes other issues, since the characters work using this method - yet anything else does not.

This certainly seems like a bug to me.

Just tried this in 4.7.6 and it’s the exact same behaviour.

This seems to be fixed in 4.9.