Attached Destructible Component to Character Mesh Socket still moving every second and when character moves

I’ve made a very basic blueprint with a Destructible Mesh component. Using the Blueprint to be grabbed by player character. Also created a test blueprint that only has a static mesh cube that is also simulating physics.

Character blueprint has events and functions that checks if object in detect box/capsule is type of grabbable destructible mesh BP and saves as reference for when my Grab function is called.

Reference is sent to function and function just contains a few nodes to AttachtoComponent to hand socket I’ve made with Snap to Target on each Rule. And then disables simulate physics and collision just to rule out any issues with colliding with the player or falling through the world.

The mesh attaches, and everything looks fine then when I move, the destructible moves in a different direction rapidly. And if I stand still, the mesh slowly blinks to a different negative Z location from its previous point.

Now if I add a Set Enable Gravity in the function chain to disable gravity on the grabbed mesh, it seems that it will stay in place. But this fix isn’t required if I rebuild the chain to be made for a BP with a Static Mesh root.

Am I supposed to disable gravity with Destructible Meshes if I want to attach them? Or is the glitchy gravity during an attachment expected? I know other types of actors that I disable simulation and attach to my character don’t seem to have this issue. But I don’t know if its just something I didn’t grasp the logic of properly.

YouTube upload to my capture of the possible glitch.

Hello,

Could you provide some screenshots of your setup so I can ensure that I am mirroring it correctly on my end to test this issue?

Have you been able to reproduce this in a clean project with no additional content as well?

Testing on a new Third Person BP template. I figured out that if I set the Destructible Component to simulate physics in it’s own blueprint, that it happens.

But I can’t seem to get it to properly set to simulate disabled within my grab function. Preferably I would like to have the destructible to be simulating even before I grab it since I wanted it to look more dynamic. But if I should or have to have them static until grabbed or destroyed I guess that would have to do.

Should have also said that the blueprint with the destructible, just contains a destructible mesh in the blank test project I’m debugging with. If I set it’s properties to simulate physics, then with my grab, the destructible will (edit:) NOT stay in place even if the grab function explicitly tells to set to not simulate.

I’ve had a plain old box static mesh with simulate physics enabled and was able to disable it’s physics during my grab function when I was trying to test out different ways to get it to glitch last night.

It looks like your Set Collision Response to Channel node isn’t hooked up to your Set Collision Enabled node. Is this intended? If that’s the case, then your Set Simulate Physics node is never actually being used, as that execution path is incomplete.

It probably was just another path that I was using to try to reproduce the issue. I just had collision set to no collision entirely at least in that test. The screenshot of my blueprints might be a little messy looking but is how I got the destructible to not stay still even when other objects seem to stay to the hand even when simulated.

Though really I’ve found a workflow to go through my Grab object in my main project that so far might be how I need it. But I have another question though.

Is it improper to have a destructible attached at all? With my current chain in my main project, if I walk around a little while with my destructible attached to my character, eventually it will crash with errors coming from PhysX.

Should I just use regular static meshes but just spawn and break a destructible in it’s place on impact sharing its rotation and location?

After some additional testing, it appears that attached destructible objects are not necessarily ideal. Your suggestion of using a regular mesh and spawning a destructible in its place when necessary seems like it would remedy this issue, as you wouldn’t run into as many issues with PhysX.

Give that a shot, and feel free to come back and reopen this thread if you are still having issues.

Have a great day