Setup destructible mesh for smoke first then explosion

Hello, could someone give me hints to setup a destructible mesh (extinguisher) for having a smoke appearing after some damage, then an explosion with chunks after more damages ?

You could create an actor blueprint with a concept of health, destructible mesh and emitters.

  • Between X and Y health run the smoke emitter.
  • At greater than or equal to Z health you can stop the smoke emitter, spawn an explosion and kick off the destruction (Apply radius damage)

OK, I thought there was a way to do it with basic mesh destruction window but I’m going to try what you suggest.
Thank you.

Looking at the documentation - https://docs.unrealengine.com/latest/INT/Engine/Physics/Destructibles/DestructibleProperties/index.html

There’s a variable for the particle system on explosion.

OK, I’ve setup a Blueprint with a destructible mesh, a collision trigger sphere, and a resistance value starting to 3.
If 2, it smokes, then explodes at 0.

It works but I have a small issue. If I shoot the collision sphere it works but if I aim the center where there is the destructible mesh it get destructed directly.
Any idea how to prevent that ?

The collision sphere doesn’t cover the whole object?

The extinguiser (capsule like vertical shape) is inside a trigger sphere.
I mean that if the projectile hits the sphere but not the inside object (if I aim very close on left/right side but not on the object) it works but if I aim the center so both are collided if is destructed.

Does disabling impact damage work?

https://docs.unrealengine.com/latest/INT/Engine/Physics/Destructibles/DestructibleProperties/index.html

It does ! Thank you !