Destructable object without physics?

I have some actors in my project that I want to be destructible, but I don’t really care or want any of the other physics features. For example, I have some trees and rocks on the ground. I want to look at them, press E, and trigger the destruction of that object. I have all of this working, but when I run in to these objects with my player, they go flying. I don’t want them to move, just crumble in place when they hit the destructible damage threshold.

What are some ways I can accomplish this? I’ve considered putting a box collision around the objects and having that block the player, but I have two concerns with that. One is if it will interfere with the line trace, which it seemed to do when I tried a very quick implementation of it. The other is that if it’s only blocking the player, it’s possible some rogue physics object could fly in and pass through the collision mesh, and suddenly everything is flying around.

I can make some gifs about the behavior I have and am looking for if that would help

Thanks!

edit > Also want to mention, I couldn’t get the mesh to “destruct” without enabling physics. Is there another way to do it? I have a function applying radial damage when the actor is used, but if physics isn’t enabled for the mesh, nothing happens.

If you don’t want things flying around for physics increase their mass significantly compared to mass of your character. If want it to crumble quickly in its place then set the damage threshold and chunk lifespan to a minimum

I did try this for fun and it ended up sending my character flying when I touched one of the objects. Ultimately I just got the collision boxes set up and it has been working well enough so far.

You have impact damage enabled on your Destructive Mesh if your player is able to affect it by walking into it. Either turn off Enable Impact Damage or increase the Impact Resistance of the DM to stop this from happening. If you do want them to crumble on player impact, you can either reduce the amount of Impact Damage, increase it’s resistance, or use an OnHit event and damage your DM that way instead of a physics based impact; that way you can control how much damage and force are applied from your player moving into them.

For your edit: You should have Simulate Physics turned off and Enable Gravity on (unless you want it to fall or act like it’s in zero gravity).

If you want an explosion, something to think about it that Apply Damage only causes the DM to fracture, from there gravity takes over. If you want an explosion, try using Apply Radial Force to your DM after it is fractured.