How do I set up partial destruction of meshes?

Hello!

I’m trying to recreate an effect that could easily be done in UDK. A simple wall that can be fractured around the location of hits:

However, if I create a destructible mesh, the entire wall is fractured upon the first impact, no matter where I shoot it:

Is there a way to make only some of the chunks fracture? I thought this could be done by changing the Damage Spread property, but it seems to have no effect.

Have you added support chunks at the base?

When you are fracturing the wall with the fracture tool, you need to select the bottom row of chunks after you’ve hit fracture (the ones that you are going to have holding the wall up basically) and tick support chunks (This is assuming the process is the same as in UE3. I don’t have access to a pc right now to check for you sorry).

I did add support chunks. That doesn’t seem to be the issue. The problem isn’t that the bottom of the wall is fractured too, but that the entire wall is fractured upon the first impact. I would like to only fracture the part of the wall, where it is damaged. Just like in the image above, or like in the Battlefield games. In the end this wouldn’t be a wall, but just some object that should have regular physics (move around, fall, etc…) and if it received a lot of damage at one point, it should fracture, but only at that point.

That would be interesting to know

Not sure then sorry - only used the NVidia apex stuff in the past, and a quick google infers that support chunks are the key. Have a fiddle.

You could have a read of this: UDK | APEXDestruction

It’s related to UE3 but a lot of it should still apply. Post on the forums too - it won’t be a bug, but a problem with creation or the way the weapon is functioning.

Also, have a look in the content examples - there is a section with destructible meshes and one of them appears to break apart only where hit - you could look at that and compare to work out what’s going wrong.

I have exactly the same problem, it seems that the option “support chunk” do nothing, I also activated the flag in the destructible setting called " asset Defined support " (I also tried with the option called"World support" too). I watched all the example of the Destructedmap in the content example, and they only use the world support chunk, with just a radial force in order to create impact, but all the part can be destroyed ( if you increase the radius or move the radial force), and they never use the parameter chunk ).

So the examples don’t help, because they never use the chunk parameters.

It could be nice to have more info about the Fracture tool of Unreal 4, or fix the problem, if it’s a problem.

Personnally I tried a lot of option, and I can’t have the result I want. It seems impossible to disable chunk even by activating the support chunk parameter.

Ive been looking for an answer to this as well, I have a sniper nest wall id like to put up, where when shot only gets destroyed by pieces. However, even if I choose support chunks nothing happens.

Theres a lot of missing parameters compared to the UDK tool.

Hi everyone,

I’m sorry you all have been having issue. This has been tested in our latest internal build and it is still present. I have made the developers aware and they will be looking into the issue.

Have a good day.

Thanks, TJ

Bump (if that works)

Hi all,

I just submitted a fix for this. It should be in for 4.6 but you can grab it off github now if you’d like to give it a try.

Setting support depth to 1 did the trick for me. It’s under destructible mesh → hierarchy depth.

Fix for what? You guys still didn’t say how to solve the issue (which I can see in 4.8)

Yeah It’s been years but I had this problem and I fixed it. When you fracture mesh select the chunk (or chunk with Ctrl) then on the chunk parameter tab you will see “Chunk Parameters” (4 of them). You check “Do Not Fracture” and other boxes you like to apply. Then (it’s important) on the “Destructible Settings” tab find “Support Depth” and enter the number of chunks you selected. That worked for me. After years, I don’t know who is going to need it but if someone does I hope this helps.

Note: I also find “Asset Defined Support” and “World Support” options to support with “support” tagged chunks and static meshes (“Destructible Settings” tab).