Why my chunks are flying?

Hello,

I have a blueprint with my window if I hit my window fast enough I replace my static mesh with my destructible mesh. But after the window is explode chunks are flying :

Someone know how to make independent chunks ?

First point: You don’t need to do a switch out betweeen a Static Mesh window and a Destructive Mesh window. For most situations they are the same until the DM takes enough damage to be fractured.

Second: For the DM in- make sure it has Physics off, and Gravity on, and that the Physics Material attached to it has no Zero value variables.

If that fails, check your Bounds on all the meshes in the area. From your picture, it looks like all the pieces are laying down on an invisible plain; that may be a bounding box that your DM is mistaking for the ground.

First of thanks for your answer. I checked with the DM and it’s the same result.
I checked your second point and all was already set.
For you third point I checked all bounds and there is no mesh that can interfere.

After some test it looks like it works with a cell amout of less than 25, but with a bigger number like 100 some chunks are flying.

It’s like flying chunks where attach to other chunks that stay in the hole of the wall, Because when I clean this hole flying chunks fell.

Do you have an idea ?

Are you making this DM in the Unreal Engine for PhysX Lab? You should be making them in the PhysX Lab and importing them to Unreal.

You can also turn off world support and see if that stops the floating.

I don’t have this flag on. And i made my destructible mesh in UE4 using Voronoi. The downscale of my object can be the cause ?

I found the solution. My window don’t had an uniform scale (was 0.6/1/0.8) when I solve this to have a proper 1/1/1 my problem desappeared.