How do I change the mass of a destructible mesh?

I tried doing it as this said:

But I couldn’t add the physics material.

So can anybody explain how to do this?

There was a bug report for this (UE-5642) I’m not sure if its fixed.

One thing to try is to change the density value of the physical material applied to it.

Good luck!

I figured out how to add a physical material, but changing the mass in there doesn’t work.

Is there any other way to change the mass of an object?

Hi MrGoasty, while the issue is still bugged, using Devero’s suggestion with the Physical Material works on my end.

Using the FirstPersonCube_Rounded as a template for a destructible I can add a physical material with a Density value of ~1000 to keep it from being pushed by the character. You can test this by using lower values to see the difference.

I still flies around, I said in a deleted comment that it fixed it, but it didn’t, after it is destroyed it seems like the physics material applied to it get neglected.

I was not seeing this on my end when using a physical material. The chunks would still react using the setting from the physical material.

How are you setting everything up?

  • How have you assigned the Physical Material?
  • What is the density value you’re using?
  • Have you assigned the physical material in the material’s drop down?
  • How are you applying damage to the destructible? Weapon that is a line trace or a mesh, or another method?
  • I have assigned the Physical
    Material.
  • The value of the density doesn’t
    matter, once hit it neglects it, no
    matter how high the value is.
  • I have assigned the Physical Material
    by dragging and dropping it from the
    content browser in the thing that
    turns green and says Physical
    Material on it.
  • I am using radial damage to damage
    the object(this doesn’t damage it in
    multiplayer, so a fix for that would
    be appreciated as well).

I’m still not seeing the same on my end. Can you zip up and attach a sample project (without starter content or the Saved folder) that reproduces this? I’ll take a look at the settings and see what’s going on.


As far as multiplayer and destructible are concerned, I’m not that familiar with networking and multiplayer. As I understand it, DMs are not typically simulated in this fashion since the client and server will need to know the location of chunks on both ends. This can be problematic from what I understand. If you search between AnswerHub and the Forums there are some members in the community who have set this up. I’m not sure if they detailed it step by step, but others have been able to set it up.

I can’t, I have really slow Internet so uploading it would take me a few days I think, is there another way like taking a screenshot of my settings?

Here is a sample. It’s nothing fantastic. Just two meshes in the center. One is static mesh and one is the DM (indicated with a text render).

While the density will increase the mass for the DM with the physical material applied it doesn’t act exactly like the static mesh. Again this goes back to the bug that has previously been entered so you are in Workaround territory which can be frustrating.

If you’re still having issues beyond this workaround it’ll have to wait until the bug has been resolved, unfortunately.

I guess I will wait until the bug is fixed, thanks for the help.

There’s a solution that pretty worked for me. It doesn’t change the mass of the mesh but by increasing the Max. Chunk Speed (for example from 0 to 10) you can avoid the chunks to fly away once the mesh is destructed. With a physic material and that trick I could get an almost realistic VR vase crash, crashed by a hammer that spawns some radial force on hit over a determined velocity.