Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

"Check Async Scene On Move" does not work for hitting destructibles

I have async physics enabled in project settings and I use a destructible mesh which uses the async scene. Now I try to let a projectile collide with the destructible mesh to damage it. I enable "Check Async Scene On Move" in the projectile, but the projectile itself is not using the async scene. I am also using CCD for the projectile so it does not miss anything. Now the projectile should collide with the destructible mesh, but it does not (bug).

If I enable async scene for the projectile, it can collide with the destructible mesh.

Product Version: UE 4.8
more ▼

asked Sep 09 '15 at 05:30 AM in Using UE4

avatar image

John Alcatraz
1.3k 57 139 125

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hi John,

This is expected behavior. Asynchronous and Synchronous scenes cannot work together by default unless an object is static. Destructibles cannot be static so they will either be in the async or sync (default) scene.

This is a quote from another post regarding this:

The "Check Async Scene On Move" is only used when we do sweeps. This is not used for simulated bodies. Simulated bodies can only interact with one scene unfortunately.


In this case it might be better to use a projectile movement component which already has concepts like velocity and bounce, but since it uses sweeps it would handle both scenes correctly. You could override ComputeBounceResult to handle custom bounce behavior, as well as applying damage and impulses in the OnBounce event.

Unfortunately, there isn't much documentation in regards to this feature at the moment and this is something that I would like to setup an example for myself for testing purposes at some point, but I have not had the time.

Using the information above should be enough to get you started though.

Thank you!


more ▼

answered Sep 16 '15 at 08:44 PM

avatar image

Tim Hobson ♦♦ STAFF
48.9k 887 101 876

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question