Hi, I’ve been having problems with destructible meshes for a long time and all my efforts to fix them failed, leaving me to believe that they are buggy. I need some help.
Via c++, I’m creating an UDestructibleComponent and assigning it an UDestructibleMesh and a material. The mesh is a simple flat plane shape just like the one from the starter contents. I have these 2 main issues:
1 - Once destroyed, the chunks often go through the other geometry without colliding. It seems directly related to the speed of them. When I slow down time, their physical collisions always work. I tried enabling CCD and substepping, but they have no effect. I also made sure that the chunks aren’t going through gaps. Collision simply isn’t happening. Is this a bug?
2 - (edit: new information in my next post) If the material I use in the destructible mesh is based on a texture that has x and y axis tiling set to clamp, it’s not rendered. The material renders fine on other meshes. I have to set it to Wrap for it to work on destructible meshes, and now, when it’s rendered, I see some UV wrapping on the edge of the chunks, which I don’t want. What’s going on here and how can I prevent wrapping without having to add padding to the material?