As You see on the image left side there is destructible with collision grabbed from PVD. The destructible was generated from static mesh presented on the right side on the image.
Is there a way to enable more detailed collisions on the depth 0? Or maybe destructible doesn’t support non convex collisions at all ?
So far I wasn’t able to inject collisions generated in maya to destructible but I found something interesting:
I have exposed some additional parameters for destructible generation in destructible editor and I’m using them this way (DestructibleFractureSettings.cpp):
// Collision volume descriptor
NxCollisionDesc CollisionVolumeDesc;
//////////////////////////////////////////////////////////////////////////
//DC BEGIN 2014/06/26 pbak: fill CollisionVolumeDesc with defined parameters to generate more detailed collisions
physx::NxCollisionVolumeDesc mVolumeDescs;
if (RecursionDepth > 0)
{
mVolumeDescs.mHullMethod = NxConvexHullMethod::CONVEX_DECOMPOSITION;
mVolumeDescs.mConcavityPercent = ConcavityPercent;
mVolumeDescs.mMergeThreshold = MergeThreshold;
mVolumeDescs.mRecursionDepth = RecursionDepth;
mVolumeDescs.mMaxVertexCount = MaxVertexCount;
mVolumeDescs.mMaxEdgeCount = MaxEdgeCount;
mVolumeDescs.mMaxFaceCount = MaxFaceCount;
CollisionVolumeDesc.mVolumeDescs = &mVolumeDescs;
CollisionVolumeDesc.mDepthCount = 1;
}
//DC END
//////////////////////////////////////////////////////////////////////////
// Progress listener for reporting progress - for now, just a dummy
FProgressListener ProgressListener;
Success = ApexDestructibleAssetAuthoring->createVoronoiSplitMesh(FTMeshProcessingParameters, FTFractureVoronoiDesc, CollisionVolumeDesc, false, 0, RandomSeed, ProgressListener);
Hi Pierdek, I’ve entered a feature request for this functionality within the editor (UE-6140). The developers will take this into consideration. I’ve attached a link to this thread with that feature request as well. Once I see an update I will be sure to update this post as well.