Destructible Mesh Not Working On Respawn + Potential Bug

Alright so I’m trying to make a destructible mesh, shatter and fall (i’ve got other things going on as you can probably guess like lights/simulate physics but I have no issue with these).

I couldn’t respawn the player before this area because the platforms wouldn’t return. After some digging around online I found that probably the better way to do it was to call upon it from a BP via a Spawn Actor and selecting my BP from the class drop down.

I’ve attempted this to no avail.

What happens is that my player respawns as expected and seemingly the blueprint platform appears too. However when I run on it - it no longer falls. The second blueprint image below is constantly triggered though as I can run on / off jump up and down etc and it lights up as though it should fall again but it doesn’t.

On top of this annoyance there is the strangest ‘bug’ that has me completely and utterly stumped. I can no longer fall apparently. I thought it may just be the area or something but I can’t drop off my level anywhere he refuses to fall - so I’m not sure what’s wrong but something definitely is.

I’ve attempted several things to resolve this: -

1 - At first I thought it could be a duplicate because I hadn’t destroyed the actor. So I plugged the same destroy actor node from my character (before the character respawns seen below) into this BP reference as well.

This respawns my character but there’s now no respawned destructible mesh. However the upside is that I can now fall through the air again. I assume this is closer to being correct - what I think is going wrong here is that I’m destroying my actual blueprint instead of the mesh of the blueprint. Nonetheless I’m not sure how to fix this.

The Respawn blueprint code (kill trigger area after the drop triggers a custom event from the third person char, rag dolls him and then respawns my character + the blueprint)

The blueprint code causing my destructible to fall. I opted to use blueprints to trigger this as I was having issues standing on it by default and it instantly cracking - this allowed me to set when to break it.

The odd error with my initial Blueprint code - my char floats in space. Cannot begin to imagine why a respawning issue with a blueprint would cause this.

Any help appreciated.

I’m basically trying this answer from another post within my blueprint - weaved in but it just doesn’t work.

I do notice his blueprint is called something slightly different than what he refers to in the class drop down. Not sure why though.

Sorry didn’t understood what you trying to do, please explain more to depth what need to happen to the player what need to happen to the platform etc and why, it will be more helpful the info you share the faster we can help you.

Basically I need to somehow fix the blueprints shown above so that my destructible mesh respawns and is destructible.

When I respawn it now, it no longer activates as destructible for some reason.

I’ve tried to destroy the actor as an alternative but then it simply doesn’t respawn.

-_- you understand you don’t give me a lot of info here to work with, all what I understood here from the blueprint that when the actor enter the trigger he gets killed then there another blueprint that breaks the mesh and simulate physics… yey… I don’t know maybe your reference not good… maybe there a bug and you need a get around… maybe another reason… ps: how do you get the destructible mesh reference(you need to update it every time you spawn a new destructible mesh its not a respawn its a destroy and recreate and don’t forget to delete the old one or your game will pile up with dead meshes)?

I can’t really explain it any clearer, I’ve even pointed out each pictures relevance and explained above. I then did the same in response to your last comment too.

Pretend I didn’t write anything - Basically I want to know how to have a destructible mesh that fractures and then respawns once my character respawns. I’ve pointed out the respawn attempt in my blueprint picture, it’s broken.

My destructible mesh reference is just literally right click on the level blueprint graph and create reference to my destructible which is actually in it’s own blueprint currently.

Good like I said before you have a reference problem, when you “respawn” what you really do is creating a new DM mesh, that makes it impossible for you blueprint to know what mesh to break because its trying to break the old mesh (but its already broken) (don’t forget to delete it as well) use variable with actor reference and when you spawn the mesh just set the mesh too that variable. Good luck on your project. PS:I understood the problem but we need to know how did you got to the problem to solve it, its like trying to prove evolution with one generation of animals its possible but ■■■■ nobody have time for that :P.

Hmmm.

Not too sure what you mean. Check this screenshot, this is my respawning code.

It seems to be what you’re suggesting because you can’t select variables from a class list as far as I knew?

I do however, understand what you mean as that’s what I figured was going wrong. I’m just not entirely sure how to fix it.

Hey - see below posted there accidentally.

What you doing is taking the referense from the level but then you spawn a new actor(with a new referense) and destroy the old actor(with the old referense) so the same referense is useless, you can store actor reference as a variable so you see that blue pin from SpawnActor (Return Value) that a reference to the actor you can store it and use it later on, that or the bad way is just to do a search truth all the actors of breaking mesh (waste of time and power).