Destructible mesh problems on touch

Hi i created a destructible mesh from a standard 1meter cube. From that I’ve created a BP and I’ve set gravity off (like a mario’s brick). I’ve set a box collision on the bottom of the cube and when the player overlap it will destruct itself and gravity turns back on. All fine but now i have a problem: if run to the cube from a side (without touching the box collider): the gravity turns back and it breaks itself…WHY ? how can i fix that ?

Its simple you have a problem with collision look what here what to do, first of all the idea that you mesh will break if it got touched from any direction top bottom it doesn’t matter you can do the next 1.make an invisible wall from the left right and top that way you leave only the bottom breakable 2.disable the break collision and place a box under the block that will check if there were a hit if there was one break the block be applying damage to the mesh. Both of the solution are pretty easy I guess the first one will be more simple to apply for you.

i think i was about to accomplish the 2 solution, but how can i disable break collision ? i didnt find any option for that :(… where should i check ?

In the destructible mesh unset Enable Impact Damage.

thanks i solved , i have another question:
Is possible (after the block’s fracture) to set all the pieces to destroy themselves or to not to collide with player ?

But of course first of all just set off the collision of the destructible mesh, and there Debris Timeout will delete the pieces after some time after you break the mesh (don’t forget to set Debris Depth to 1 as well).

What you need is Set Collision Enabled and then New Type = No Collision

Interesting no clue why its does not work, from the get go make no collision to the destructive mesh add another box that will have same size and position of the mesh and set its collision to block your player, then disable the collision of the box.

so is it wrong ?

still generate collisions

i have the same problem. When i create a destructible mesh it creates a random crappy collision and ignores the one the mesh originally had. If you find anything out plz let me know.