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destructible mesh not creating second material

I have created a custom mesh in blender and imported it as a .fbx. It is a solid mesh (no open faces) and fractures accordingly, but there isn't a new material created for the inner faces of the mesh. Instead it uses the same material as the outer faces. Perhaps I'm missing a crucial step, or is this a bug? Any help would be greatly appreciated, as this destructible mesh is very important for the project I'm working on.alt text

Product Version: UE 4.19
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asked May 19 '18 at 01:17 AM in Installation & Setup

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avatar image shaq_mobile Jun 08 '18 at 05:19 AM

I have the same issue. Soemtimes destrucible meshes don't seem to create the inside material that applies to the chunks.

avatar image Troglobytes Aug 05 '18 at 08:27 PM

Same here. We need a fix soon. :)

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2 answers: sort voted first

If you want to add a second material, simply click the "+" button to the right of your red circle. This will add another element in the inspector and you can select the material you need

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answered May 19 '18 at 03:07 AM

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avatar image JimmyNeutron May 19 '18 at 08:01 PM

I have tried your instructions, but am halted by the same problem. I've selected a distinctively different material as a second material and it seems the second material I selected is not being used at all. It is not being assigned to the interior faces of the mesh: alt text

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My issue seemed to be resolved by not grouping meshes before merging the actors (which I would then create a destructible mesh from).

To clarify, I was grouping meshes, merging the actors, then generating a destructible mesh from that merged static mesh actor.

I poked around more and it seems like some meshes refuse to generate that second material correctly, but sometimes the issue was fixed by adding another static mesh and THEN merging and creating my destructible from that merged actor static mesh.

Both problems seemed to have me create that destructible material more consistently.

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answered Jun 08 '18 at 10:28 PM

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