Why my destructible mesh disappears/clipping after compilation?

My wall destruction works normaly in the editor but after compiling my project (32bits and 64bits), the external parties debris disappear after the destruction of mesh. But the interior of mesh is always visible… Sometimes the external parties debris have clipping.

In editor :

After compiling my project :

Materiel configuration :

46842-tessttt.png

My Nvidia driver is : 352.86

My OS : Windows 7 64bits

If you want more information, I can give you that.

Hey Macmachi,

Is this a custom mesh you’ve created in a modeling application or one from starter content or included with the editor in some way?

If it’s one that you’ve created can you tell me if the same thing is happening on one of the meshes from starter content or a basic cube that you can create one from the modes panel in the top left?

Also, is this only happening when you Play in editor, Standalone game, or after you’ve packaged the game?

Thanks!

Tim

Hi, thanks for your answer.

  • It’s a wall from Architecture of StarterContent. (400x300)

  • I did an another test and i have the same problem with a Material Sphere from Props of StarterContent.

  • After I’m packaged the game.

So far, I’ve not been able to reproduce this on my end.

I’ve setup a blank project with a couple of DMs (created from the arch starter content) and placed several around my scene. I’ve got two being destroyed on impact from a fall and the other is destroyed with a radial force actor that is applying damage.

I’ve tested this with PIE, Standalone game, and packaging in 32 and 64-bit. All the DMs I have in the scene appear the way they are supposed to.

Just to confirm, I’ve tested this on the 4.8 binary version from the Launcher. Is this the same version you’ve used, or are you using GitHub to build your engine?

Also to confirm, since there is something going on here, if you were to create a blank project with starter content and set the DM to receive impact damage and set it to simulate physics then package the game in 32 or 64 bit do you see the same results as I have reported above? If so, then we can start narrowing down if it’s something in your project possibly that may be an issue we can look into.

Thanks!

Tim

Hi Tim, thank for your support.

I’ve been able to reproduce this bug in a new project.
The bug is not visible in editor but only after packaging in 32 and 64-bit.
In this example, the bug does not occur all the time. You have maybe to launch the .exe several times after packaging.

Look here : (delete)

There is an another bug, if you can tell me why debris sometimes flying and sometimes raises the player (try to jump on the debris you will see).

PS : Please tell me once it is downloaded so I can delete this project of my drive

Thanks

I’ve downloaded and was able to see some things that were not previously described. This gives me a little bit more to test. It seems similar to a bug that’s already been reported with DMs and packaged games (UE-13577)

I’ll need to setup an example similar to yours and go from there. I’ll update you once I have more definitive information.

As for the player being launched, this is a known issue (UE-12492). This is regarding how the player capsule handles stepping off angular surfaces. You can open the player character and adjust the character movement in the BP and set the option for “Impart Base Angular Velocity” to false (unchecked). This will fix your issue there.

Thanks Tim

I’ve been able to successfully setup a simple repro project in 4.8 to test, but when testing in 4.9 with a packaged build I’m not able to see any flickering or issues that were present in the 4.8 build. This looks to be resolved from what I can see.

This should be resolved with 4.9 once it releases, which is still a ways out at this point.

Ok cool! Thank you for your help!