Destructable Mesh, chunk without collision

Hello, i want to create a Destructable Mesh, which got Complex as Simple collision. The Mesh is destroyed by a blueprint, but after that the chunk will block everything, how can i remove the collision of the chunk? or just remove the collision to the player?

Hi ,

Which version of the editor are you currently using?

I am using 4.4.2

Hi ,

I’ve just tested this with 4.4.2 and had no issues with it.

I took a simple box mesh > converted to DM > Placed in Level > setup up destruction properties

DM Parameters
Impact Damage = 1
Default Impact Depth = 0

Then scroll down to the collision setting and change the Collision Preset from Destructible to Custom > Then in the ignore column make sure Pawn is checked. Everything else can stay set on Block unless you change any other settings for your mesh and its interactions.

If you have any questions feel free to ask! :slight_smile:

Tim

This sounds ace. I would like to try and set this to a window which I don’t want to be able to walk through. How can I fix that problem please?

Under the collision section in the details panel set the correct check box for what the mesh should ignore or block. For your pawn you can set it to block all to keep your pawn from being able to walk through it.

Tim

This totally works, however,

tl;dr: Are different collision settings possible for before and after destruction ?

I am trying to change the collision behavior after destruction, i.e.

  1. Destructible Actor “blocks” pawn normally
  2. I Trigger it’s destruction and change the collision to “ignore” the pawn

However, this does not work. The chunks still block the pawn. I tried various ways, changing the collision before and after destruction. Is there any better way to change the collision of the chunks to ignore pawn after destruction.

Engine Version : 4.61

Thanks.

@tanmay:

Hi,

Usually this would be something that could be set by changing the collision profile name via blueprints using the “Set Collision Profile Name” node and setting up a custom collision profile in the project settings.

However, there appears to be a bug with destructible meshes that prevents this from happening. I’ve just submitted a bug report for this (UE-7062) and used this post as a reference for the issue so that I can update here once this has been resolved.

Currently I do not know of a work around as I was only able to set the DM’s collision profile via the details panel and not able to adjust anything during runtime.

Thank you!

Tim

Cool.

Even other nodes like “Set Collision Enabled”, “Set Collision to Channel” etc, didn’t work. i.e. the actor properties would change, if paused and checked in the editor, however collision behavior would not.

Hello,

was stuck on the same problem, i cant change chunks collision settings

I tried with set collision enabled to false, with set collision channel to NoCollision. Nothing work everything still collide with thoses chunks :o

Thanks for the support, i am waiting for a new version that will fix it

@skeleton60

You can always adjust the large chunk threshold in the details panel for the for the DM. This will directly control how the DMs collision works with the player. The default value is 25, meaning that any chunk that is above that threshold will block the player. So if you raise the value to 50 (arbitrary number, just tweak until you get results you like). The balance here is still having some of the chunks above the threshold block the player and the ones below not block the player, preventing gameplay progression.

1 Like

Thanks you, it do the job !

Solves the problem for now :slight_smile: Thanks !

Hi Tim; commit 79a63fede0aa4e165db7384a2ff9baf7ea03214d on GitHub claims to address UE-7062 but the description really seem unrelated to this issue. Is it the correct bug number?

You’re right, It’s UE-7162, which is still backlogged at the moment.

The other commit was UMG related.

Hi Tim,
I still have the issue of not being able to change the collision profile for a Destructible Mesh using the Blueprints (4.10.1) - Any news on this?

Thank you,

@AdrianLazar

As Ben pointed out on the other thread this is still backlogged. Unfortunately, right now Destructibles are not a priority. Hopefully there will be some time set aside in future where this system can be given an overhaul.

If you want to change the collision profile before the mesh is destroyed you can have a separate DM Blueprint that you can swap out. I’m not really familiar with any other workarounds at the moment. Sorry.

You can always adjust the large chunk threshold in the details panel for the for the DM. This will directly control how the DMs collision works with the player. The default value is 25, meaning that any chunk that is above that threshold will block the player. So if you raise the value to 50 (arbitrary number, just tweak until you get results you like). The balance here is still having some of the chunks above the threshold block the player and the ones below not block the player, preventing gameplay progression.

^This is one good workaround.

But if you want the destructible chunks to ignore other channels than Pawn, it does not work.

Here is what I’ve done: I set the preset of the destructible collision to ignore the channels I’d like.
Then I added a Box Collision component to my Destructible with a collision presets that blocks all the channels I’d like it to block.
Then I simply destroyed that box before destroying the destructible to chunks.

Just wanted to point out another workaround.

That’s a good one too. :slight_smile:

@Tim Hobson

So we are on 4.14 now and I just saw that the status was changed to “won’t fix”…

I just run into that problem and spent hours trying to debug it until I found this question.

Are there any reasons this can’t be fixed? While it does work with the workaround mentioned, it’s really annoying that we are able to use all that nodes (enable Collision, Collision Profile, enable physic simulation, etc.) but it simply doesn’t work… No warning, neither while compiling nor in the documentation. At least a short mention in the Doc of the destructible mesh would be a great help and time saver.

Thanks