BUG: can't change Destructible component mesh in 4.16

4.16.1

  • Create a character, create a destructible component.
  • Give it a default destructible mesh (or not)
  • Place it in the level
  • Try to change the DM, it doesn’t assign it. It just reverts back.

Ditto if you try to extend a character and change its DM in its child class.

Hi ,

Thank you for the report. I was able to reproduce this and have created JIRA UE-46687 so our developers can investigate further.

-TJ

I just checked the issue and it is marked as “Won’t Fix” without any explanation.
Could you share a bit more information about this? I guess it isn’t just because someone didn’t feel like fixing it, is it? Is it really this problematic?

At least a proper log message saying that it is impossible because idk would be better.

Also for anyone else having this issue:
If the destructible mesh component is created in C++ level it can be modified per instance.

Hi Elathan,

The reason is because there is no plans to work on the destructible system at this time. The only destructible bugs that are currently being addressed are crashes and showstoppers.

Hi TJ,

I have recently come across this bug too. For people experiencing the same issue the post below gives a “slight” work around.

The link posted below details the same bug dated from 2016, so this bug as been around for some time.

The main issue is that instead of working from a single blueprint and updating the mesh in editor, you need to duplicate the blueprint for each DM with an updated mesh. I have a lot of unique DM’s in a scene.
They found a slight work around, by changing the ‘Editable when Inherited’ in the DM component. However, this disables the ability to edit the component in editor and must be done through the blueprint. Which doesn’t solve my issue, I have a quite few duplicate blueprints because of this.

Any updates/workarounds to this would be appreciated as my duplicate blueprints are starting to balloon.
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