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Why does resizing my destructible mesh affect how it crumbles?

I have a pillar that crumbles nicely to the ground. Problem is when I resize/scale it, the parts just bounce off each other and does not crumble and fall down naturally. Any idea on how to go over this?

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asked Apr 21 '14 at 02:34 AM in Using UE4

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avatar image Ben Halliday STAFF Apr 21 '14 at 08:57 PM

Hey bryleeboy,

Are you scaling your Destructible Mesh inside a Blueprint? If so, that's a known bug. For now, you'll need to resize your mesh before making it a component of the Blueprint.

Otherwise, please give us a step-by-step guide to recreating the issue you're experiencing, and we can see what adjustments you might need to make.

Hope that helps!

Ben Halliday

avatar image bryleeboy Apr 22 '14 at 10:32 AM

Thanks for replying Mr. Ben, and sorry for the late reply. No I haven't converted it to a BP component. If i returned the scale back to [X:1.0; Y:1.0; Z:1.0] the simulation works just fine, the pillar crumbles and falls naturally. Here is a step by step of what I did.

  1. In the content browser > meshes > pillar_MSH, (right mouse click) > create destructible mesh
    1. (still in content browser > meshes) pillar_MSH_DM (right mouse click) edit

    2. dragged pillar_MSH_DM to the scene

    3. set the scale to [X:10.0; Y:10.0; Z:10.0]

    4. set the settings of my destructible mesh: alt text

    5. then simulate

Thank you, hoping to hear from you soon.


settings.jpg (42.4 kB)
avatar image Ben Halliday STAFF Apr 22 '14 at 03:45 PM

It seems you left out some steps there. At what point did you Fracture the mesh? And what did you do after simulating to cause the mesh to break? Did you enable physics? Anything else you might have done to make this work?


avatar image bryleeboy Apr 24 '14 at 02:14 AM

sorry, I did left out the step where I enabled physics.

*under details: i checked simulated physics and start awake

*under collision: simulated and generate overlap events checked collision preset is "blockAll"

as for the fractures.. umm.. i used destruction mesh's voronoi to cut it, and trial and error the "random seed" to find the proper or legit placement of cuts. The mesh is standing on a flat landscape mesh with collision also. I think if I turn on the physics, gravity is applied to my pillar that's why it crumbles down when i simulated it.

Thank you for replying so far >.<


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It is a known issue (and a tricky one to fix) that destructible meshes don't support non-uniform scaling. They should support uniform scaling though, as in your example. I've added this to our list to investigate, thanks for the info.

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answered May 14 '14 at 10:16 AM

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