Does mesh topology determine if a destructible will function correctly?

I have created a model in 3d max which i’ve split into (3) separate objects in the same FBX. My goal is to utilize only (1) of these objects at the destructible, and the rest static. Because the actual object I want is not working as intended using the ‘Apply Damage’ node, for testing purposes, I have created a destructible mesh for each object. Enabling impact damage does seem to work for all objects. However, when using the 'Apply Damage" node (which is my goal here), only the bottom (tree-trunk) object works as intended.

Are there any specific topology requirements for the destructible mesh to work properly with the apply damage node?

Thanks

Video 1

UPDATED VIDEO 2

***Bump

Video showing objects created, exported FBX, imported to UE4, with the 2nd object not working properly.

UPDATED VIDEO 2

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I’ve added another video - some more information I’ve found, is that whenever I create a second object under the same 3d max file and export both objects to FBX, the 2nd object will not accept either ‘apply damage’ nodes and only the impact damage. Although, even if I take that 2nd object and create a new 3D Max file, and export only that object to FBX, the same issue still occurs…so not sure if that really is anything helpful or not.

I’m starting to wonder if this is possibly a bug now and not an error on my part? By chance, could anyone else confirm this?

  • UE4 4.19
  • 3D Max 2018
  • FBX 2018
  • Windows
    10 x64 Home

Well as far as I can tell, this was actually the issue (the topology). Because the model ended up having large faces missing after turning it into a destructible, I guess this also caused the ‘Apply Damage’ node (or any damage nodes) to not function at all. After re-topologizing the model so there are no long faces, this seems to have also restored applying damage to it as well.