Apex Destructible doesn't work in package.
Hi. I faced with very strange and specific issue. I have an c++ actor with destructible component. I loaded destrictible mesh asset using FContructionHelpers, and spawn this actor in c++ UObject. Everything goes fine while i'm in editor on Standalone game. But when i package, event with additional direcdtories to cook my destructible asset, it spawns, but it has no collision, physics as well, and doesn't work as destructible. I thought the problem is in FContructionHelpers. I decided to create Blueprint actor, which is exactly the same. If i spawn it in blueprint, everything is OK. But as soon as i spawn this actor from c++ code, it doesn't work in packaged game. I thought maybe it's a problem in my project. I've decided to create Blueprint empty project. I created there BP actor with destructoible component and it works. But when i create this actor in cpp code, it doesn't work. Again. I event created in my UObject cpp class "Spawn" function, which only takes UClass to spawn (because i can't spawn my actor from blueprints, cus UObject can't spawn, and program architecture makes me use UObject). And if i use this "Spawn" function, it works in editor, but it STILL doesn't work in packaged game. But in my cpp code i have no any reference to destructible components, except this UClass pointer. But this is UClass pointer, why it doesn't work? If i spawn the same actor in Blueprints, it works. As i understood, Apex Destruction library works in another way if the program has any references to Destructible in cpp code, not only in Blueprints. But, as i said, i change everything to use only UClass pointer, and it still doesn't work. To clarify, i have to use UObject, derived from cpp UObject. I'm pretty sure it would work if i could spawn my actor from Blueprints as well, without any (even UClass pointer) references to cpp code. So, any ideas?
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