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First destructible mesh in level disappearing without fracturing

I have a level containing around 500 destructible cubes. Whenever I load it, first couple of cubes don't fracture when damage is applied to them, just disappear without creating any chunks. After destroying ~10 of them everything works correctly (chunks are created).

Chunk count for each cube is 40. The usual Apex max chunk count shouldn't matter in this situation, because there are no active chunks in the scene.

Product Version: UE 4.16
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asked Sep 08 '17 at 09:31 AM in Blueprint Scripting

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sg_badyl
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avatar image sg_badyl Sep 10 '17 at 09:31 AM

Nevermind, it was related to p.APEXMaxDestructibleDynamicChunkCount after all, but it only worked after I changed it in the general engine config file. Looking for a way to change it for single project only now.

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Okay, got it working. Even after changing the engine's ConsoleVariables.ini file the packaged game would not keep the settings.

What I did is add PhysX/APEX modules to dependencies (in Build.cs):

 PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysX", "APEX" });

Then include the PhysXIncludes and PhysicsPublic file:

 #include "PhysXIncludes.h"
 #include "PhysicsPublic.h"

And finally override the max chunk count property of ApexModuleDestructible:

 GApexModuleDestructible->setMaxChunkCount((physx::PxU32) MyDestructiblesCount);

This works, but I am not sure if it's not a very 'hacky' way of approaching this. I will mark this as an answer and the question can probably be closed.

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answered Sep 11 '17 at 04:58 AM

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sg_badyl
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