Changing the damage threshold on destructable mesh not doing anything

Im trying to make a destructable mesh that takes 5 shots from a projectile to explode. the collision preset is to block all on the destrucable, and the collisions on the projectile overlap destructables. if i fire one shot at it, it explodes. No matter what i set the damage threshold to, it only takes one shot to destroy it. Is this a bug or is this not what damage threshold is for?

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Hi ViceVersa,

This isn’t a bug.

Damage Threshold is only intended to be the amount of damage that is required to break any chunks free. This setting also requires others to be setup for the destructible to act in specific ways.

For instance if you wanted the meshes chunks to stick together without all of them breaking at once, you would want to set the Support Depth to 1 (or higher if you’re using PhysXLab and know how many depths you have).

If you want the mesh to take multiple hits, you would want to use the Accumulate Damage flag. So long as the hit of the projectile does not cause more damage than the Damage Threshold the mesh will not be destroyed.

You can further control this by using the Damage Cap setting to make sure that the DM does not receive more than that amount of damage in a single hit.

As an Example:
Damage Threshold: 100
Impact Damage Enabled: Checked (True)
Support Depth: 1
Accumulate Damage: Checked (True)
World Support: Checked (True)
Damage Cap: 10.

With this type of setup the mesh will will only receive 10 hit points per hit so long as the damage exceeds 10 each time. This means that the mesh receiving full impact damage will cause chunks that have received enough damage to break free after 10 hits. (10x10 = 100) However, if the hit only applies a damage of 5 it will take more hits to break any chunks free.

This setup also allows the mesh to stick to the world so long as it’s static since it’s using World Support and has a support depth of 1.

I hope this helps.

Tim

This was extremely helpful. Thank you