Destructible mesh physics and rendering issues

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?

Went from 4.14 to 4.17 and problem #1 is still present.

The destructible mesh visibility issue in problem #2 was my fault. But even with clamping on, the destructible mesh still shows texture wrapping around the edges. The wrapping is only seen in-game. There’s no wrapping in the destructible mesh editor. Also, only the “Cell Site Count” and “Random Seed” fields seem to work in the “Fracture Settings” section. All other fields seem to have no effect, which is too bad because they deal with UVs. Does anyone know what’s up with that section?