Hey all,
Usually in UE4’s destructible mesh it has two versions: Not destructed or fully destructed/ destructing.
I’d like it so that if I shoot part of a mesh, more or less that specific part destructs.
Something like this:
If you’re shooting the mesh and still seeing it fracture the entire mesh or larger parts then you will probably want to lower the damage that is being applied to prevent the damage from spreading to the other chunks.
It won’t without proper setup. It’s requires a number of steps to get it to work with a mesh. The basic gist of it would be to create a custom collision object type and preset for Projectile. This would need to be setup in the first person projectile BP for the collisioncomponent. The sphere mesh would need to be set to world static.
It’s an involved process though.
I’ve got a sample project here with a projectile mesh and a line trace. I think the projectile mesh one is broken since there were a few changes from 4.5 when I made this to 4.9.
You can at least see how the line trace works, which is much better at dealing damage than a projectile mesh.
Though once it partially fractures it never fractures again. Like, if I have my destructible mesh as a large cube, and I have impact damage enabled and bump into it, it’ll fracture where I bumped into it like it’s suppose to. Then, however, if I go around to the other side of the cube and bump into it there, it does not fracture at all. Is there a fix to this?