Destructible mesh loses collision and physics after packaging in 4.18.2
I have a helmet mesh in my game that is rigged as a destructible mesh so it can explode in a bloody mess. This has always worked fine. After upgrading to 4.18.2, however, the destructible mesh gets no physics or collisions in the packaged build! It works fine in-editor. You can see what I'm talking about in this video: https://youtu.be/KUA88XnZlY0
As you can see, other destructible meshes are working as expected. It seems to only be the space soldier helmet that has this issue... which of course is the only one I actually need.
This question seems to detail the same issue. Thinking it might be a case of migrated files breaking, I deleted all the old files used for the space helmet, re imported the mesh, recreated the destructible mesh, stuck the destructible mesh back in my custom blueprint, and repackaged... same results.
Why in the world would some destructibles work fine and others break?
I actually found a workaround for this issue. It is critical that the destructible mesh not be referenced is not referenced (even indirectly) by a character or other "startup asset" as detailed in this other post. Since this makes it impossible to keep a proper reference, I'm instead keeping a FString reference and then loading it when it's needed using StaticLoadClass like so:
answered Feb 08 '18 at 10:03 PM
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