PhysX Lab DM in FPS Template!

So I have posted this issue before however now its is slightly different. So I import my DM into the FPS template, and I create the ‘apply radial damage’ blueprint to the projectile. When I go to shoot the DM, it just flys up into the air really high and falls back down. When I shoot the DM it sometime can be unresponsive and I may have to shoot it a couple of time before the chunk explodes, and even then the collision is WAY off and there is weird floating chunks. They also tend to stand up on their sides and float about when they are destroyed. I have tried changing the collision shape from 26DOP to convex decomposition with no luck. I have been notified that PhysX Lab assets work with others but it most definitely does not work for me. This problem occurs every time I import an asset from PhysX Lab and not one time has it worked like it should, therefore I believe it is something to do with my settings and not a bug as only one or two others may have this issue. I have also noticed that sometimes the chunk collides with the player and i’m able to push them around slightly, but this is not the case for most situations. I am using UE 4.2.
PhysX Lab Screenshots: PhysX Lab Assets - Album on Imgur
Editor Screenshots: UE4 Editor issue - Album on Imgur

Hi AemonBarz,

I’m linking your other post here for reference as well: https://answers.unrealengine.com/questions/70536/physx-lab-to-ue4-collision-problems.html

I used your asset from your other post as reference when looking into this.

A lot of your issues are going to be results of scaling of the mesh. It is not recommended to scale up any destructible assets. This can play havoc with the physics. The glass plane asset you provided is a good example as it’s scale is significantly small.

-You can replicate this effect in the edtior by making a box brush and converting that to a static mesh or use another mesh if you wish.
-Fracture it with 25-50 pieces should be fine.
-Place this mesh in your level.
-place this mesh at reasonable height to fracture it when dropped
-in details panel make sure “simulate physics” + “simulate hit events” are enabled
-copy this mesh and scale it for 5 for the xyz

For the meshes destructible settings make sure that the impact damage is set to 1 and the default impact damage depth is set to 1.

Now hit play or simulate and you’ll see that the original scaled object will behave correctly where as the one that has been scaled up will explode outward with all the pieces.

Give this a shot and let me know how it turns out. :slight_smile:

Thanks!

Tim