Not simulating/Teleporting/Floating particles with Apex Destruction

Tinkered with settings, physics, searched for this issue posted elsewhere but no luck. The issue is that when I hit a destructible mesh with a projectile (impact causes destruction) I get a couple of floating pieces which after 3-4 seconds teleport to the ground or continue staying in the air. Other pieces simulate realistically. What I am hitting the destructible meshes with is a cube, which has projectile movement.
The only thing I could think of but haven’t tried is reverting to an older engine version but I doubt it will work.
Thank you.

Do you fracture the mesh or import chunks?

I fracture it inside the engine/editor itself. Right click–> create DM

Then I enable Impact damage, otherwise the cube wouldn’t fracture it. Also when impact damage is disabled, and use damage from a radial force(i enabled damage to DM in the radial force options), in order to exceed the damage threshold, the same issue still persisted. But right now I am trying to do it with impact damage.

Never had this happen myself but seems like a physics issue. May I see the asset in question?

This is a box from the geometry tab, modified and converted to a static mesh using the built in function for that in the engine “create static mesh”. Then converted to a destructible mesh. Even with default values in the impact damage section it is buggy.

Well that complicates matters. I don’t know how the geometry brush appears in terms of mesh attributes when converted to static. Was hoping it was a simple model where you’d forgotten to combine or some such.

Either way, why do you need to use this geometry? Starter content has cubes and shapes that are already static meshes. Try fracturing those and see if they have the same issue. Honestly I can’t really think of a reason why you’d need to create a static from geometry instead of using self made or existing starter content mesh.

Thank you very much for helping and I am very sorry for being away for a while, despite you giving your input on the matter. I really do appreciate it.

I decided on using geometry because I had already created some assets with it (when I posted the question) like windows, floors, roofs and such. I actually gave up on trying to solve the issue with impact and switched back to damage destruction. And I sorta got it working without floating stuff. Now I would like to know how I can set mass for destructible meshes when they have been “woken up” (started simulating physics), because at the moment when I have a partially destroyed wall my character can toss it around like a ball. I tried mass scaling (located in the details panel on the bottom right) but it doesn’t work. If you don’t know, it is alright. I am gonna post this as a seperate question on the Answer Hub in this case. Otherwise, if you have an idea I am willing to work with it.

That would be linear and angular damping that prevents them from flying off like mad. I have a skeleton that I break into its bone pieces and I found that with that particular mesh linear damping of 1.1 and angular damping of 0.4 worked very well.

Linear damping means how fast it slows down movement in x,y,z and angular damping is how fast it slows down rotation. Just gotta try out some values to find what you want.

I also have a method of using my weapons to destroy destructibles and setting the impulse power based on the attack.

Yes, pieces now fly off, fall and rotate slower, which makes them look like they have some mass behind them. But I can still kick my partially destructed wall around. I already decreased my character’s mass; not sure if I should make more configurations inside the CharacterMovement component cuz decreasing mass didn’t do anything.

Could be some collision fighting there that can build up energy and send them flying. What are you actually trying to accomplish though in terms of movement of destroyed mesh? Do you want it to be completely dead when it hits the ground, ie you character can not move them at all, or just make them have more weight?

Just make them have more weight. I just did some modifications to the values in CharacterMovement in the “PushForce” sections but still no success.

So here’s an example:

Something like this?

That’s dope :smiley: . However, the problem I have is that i can kick around a big partially destructed wall. I am gonna record a video so it is more clear to you.

Ooooh hahaha :slight_smile:

Yeah you’re gonna want to build that out of separate destructibles. There may be a way to have the remaining mesh stay solid but I don’t know how I’m afraid. Hopefully someone else will pick up this thread for you.

My guess would be impact damage depth.

Thanks anyway, bro! By the way, it is built out of seperate destructibles, it’s just that i have set Support Depth to 20 and “Form extended structures” to true, so that I can have more realistic simulations. I am gonna play around with settings more and see if I am going to post this as a seperate question. Also I liked your idea of making the remaining mesh stay solid. I am gonna work on that.

That’s great! Personally I only use physics collision on my mesh and set it to ragdoll, but if it works, it works. Glad you got this fixed!

I DID IT!!! All I had to do was disable collision for any part of my third person character except for the CapsuleCapsule Component. Then adjust push force and mass numbers as needed!!! I may do a tutorial on creating realistic interactive destructible building parts maybe :))))