Destructible meshes in blueprints crash UE4.1

Hi. I just ported my Project over to 4.1. Its a little Super Mario Port for learning proposes for me. The Bricks are destructible meshes. With 4.0.2 everything worked fine but with 4.1 the Engine crashes if i trigger the radial force or shortly after that. It even crashes if the trigger does not activate the force. Only if i completely remove the destructible mesh from the blueprint it works. It wont help to delete the mesh and recreate it. Sadly i cant open the Project with 4.0.2 so i deactivated this feature till it will work again.

Hi ,

In the details panel of the destructible mesh, do you have “use aysnc” turned on or off? If it is off there is a known issue in blueprints where having this deselected will cause a crash. If not we can continue to try and diagnose the problem. Thank you!

I get the exact same issue. With both async on or off. It works fine in a level blueprint, but not if the destructible mesh itself is the blueprint. However, I am creating a game where it would be ridiculous to have the level blueprint reference every single destructible mesh.

As soon as anything collides, the entire engine shuts down.

I also had this issue and discovered the problem was with the pawn colliding with the destructible. What we had to do in the blueprint was set the destructible’s collision to custom. Block all but ignore pawns. We then set up a box component to be a trigger volume and used the overlap event from that to apply damage to the destructible. So far, this has not caused any more crashes for us.

Hi Kenomica,

Could you show me a screenshot of how your destructible mesh blueprint is set up? It might provide some insight for us to be able to reproduce this. Thank you!

Really great advice - Thank you. I’ll try those suggestions and get back to you. If it doesn’t work I’ll also provide a screenshot of my Blueprint, as requested.

That worked 100% - thank you!

is correct sir, all works, thanks!!!