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Can't have more than 3 destructible meshes at once?

I have a building that exists out of 3 part (three meshes), and they're all destructible meshes. In a sequence animation I animated 4 spheres, and increased their size by a lot. This makes it so the spheres collider with the building meshes and make it so the building "explodes".

If I have the building with the three parts take collission and explode, 1 destructible mesh dissapears, and from the other two only parts of the chunks are being shown.

However if i remove one destructible mesh and make the building take collission, the destruction is working perfectly.

I have tested this with multiple destructible meshes, all differentiating in sizes and the results are the same.

Making the building out of one destructible mesh also isn't a solution, i've done it and only parts of the destructible mesh are shown upon collission and almost no chunks are flying away. (mesh instantly becomes destroyed but no chunks are flying off and only a couple of chunks can be seen sitting still).

Is there something i'm missing with the capabilities and limitations to destructible mesh?

Product Version: UE 4.18
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asked Mar 06 '18 at 10:01 AM in Using UE4

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PotatoShield
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Apperantly there's a limitation to the amount of chunks and chunkislands in the engine, which you cannot change unless you change the .ini files explained here:https://answers.unrealengine.com/questions/154748/ability-to-increase-number-of-destructible-meshes.html

For me however it's useless, sinçe i don't have any rights to edit the .ini files, no idea why.

I just lowered my chunk amount to 1500 and i think the limitation is 2000.

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answered Mar 06 '18 at 01:35 PM

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PotatoShield
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