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How to stop destructible mesh from getting destroyed in one hit?

Hi, thanks for reading. Anyone have any clue what's going on here?

In PhysXLab this destructible mesh behaves as intended, but once imported into UE4 all but the one chunk designated to not be damaged is cast off in a single hit. How can I align the behavior in UE4 with that in PhysXLab?

Here is a Jing of the intended behavior of this destructible mesh in PhyxLab, compared to the actual behavior in-game. Note that the incorrect behavior is most easily seen at the very last attempt in the video.


I've been messing with every setting I can think of but no matter what I do the entire cube is immediately destroyed. I don't understand. The damage being applied is a single point of damage. It shouldn't be able to total out the entire structure. I must be missing a setting somewhere in UE4 or there is a bug, or I'm retarded.

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asked Sep 08 '14 at 10:36 AM in Using UE4

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2 answers: sort voted first

Hi BlindWarrior,

Can you post a screen shot of your destruction parameters from your DM. Specifically the Damage Parameters, Special Hierarchy Depths, and Flags sections?

Almost all the settings carry over from PhysX Labs with exception of the Support Depths. These will need to be setup to get the effect you were seeing in PhysX Labs.



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answered Sep 08 '14 at 03:36 PM

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Tim Hobson ♦♦ STAFF
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avatar image blindwarrior Sep 08 '14 at 11:45 PM

Thanks for your response Tim. I upvoted your post because I think you were right about one of the support-related settings not coming through the import.

I reimported it and took a look at the default settings. It seems as if Minimum Fracture Depth was the offending parameter. It was set to 0 but it needed to be higher.

On another note, do you know why the chunks stop being independent of the mesh's location? I posted another question asking in more detail: https://answers.unrealengine.com/questions/94830/how-to-get-destructible-mesh-chunks-to-stay-put-ev.html alt text

avatar image Tim Hobson ♦♦ STAFF Sep 09 '14 at 12:19 AM

No problem! Glad that worked out! :)

I've assigned myself to the other question you've posted and I'll try setup a destrucitble tomorrow similar to yours and see if I can get an answer for you. I've setup a lot of destruction meshes but no necessarily used them in my own projects in that manner. I'll have to fiddle with it and see what tips I can give you. :)

avatar image blindwarrior Sep 09 '14 at 05:08 AM

Cool, thanks Tim! I attached my destructible mesh in case you want to play around with it. On that note I have another curiosity related to destructible meshes you may be familiar with, maybe not: link texthttps://answers.unrealengine.com/questions/94848/how-to-customize-the-exact-shape-of-the-chunks-ins.html

l1d0.zip (216.6 kB)
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Destructible Parameters

In your Destructible Asset,

  • Make sure you fractured the mesh and it has a depth of 0 and a depth of 1

The depth of 1 is the depth that you want to target to make it world support!

Go to the Default Destructible Parameters

Special Hierarchy Depths

Support Depth 1

Minimum Depth 0

Debris Depth -1

LOD Depth 0


ccumulate Damage = true

World Support = true

Now as you apply damage the accumulation will occur over time, and the structure will try to hold itself together!



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answered Sep 08 '14 at 11:16 AM

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avatar image blindwarrior Sep 08 '14 at 11:28 AM

Hi there! Thanks for your quick response but your suggestion didn't work.

The asset is already configured with support, but I applied your settings and verified that they don't make a difference.

avatar image blindwarrior Sep 08 '14 at 11:46 PM

Minimum Depth: 0 was the problem here

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