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.
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.
answered Sep 08 '14 at 03:36 PM
Tim Hobson ♦♦ STAFF
In your Destructible Asset,
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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