Description

Destructible attached with a Physics Constraint ignores Start Awake on play

The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is touched by the player or a WakeAll is set on BeginPlay.

Found this while testing physics issues reported in this post:

https://answers.unrealengine.com/questions/457163/destructible-mesh-physics-different-from-other-act.html

Steps to Reproduce

1. Open the attached test project
2. PIE, Simulate, or Standalone

Results: The Destructible component will not simulate physics on play

Expected: For the Destructible component to start awake and simulate physics on play

-----------------------------------------

From a blank project:

1. Create a Destructible mesh from a static mesh
2. Fracture the mesh & save
3. Create an actor class BP & open it
4. Add a Destructible component
5. In the Details panel, set the destructible mesh to the one created
6. Enable Simulate Physics (Start Awake is enabled by default)
7. Add a Physics Constraint component
8. In the Details panel, set the Component Name 2 to the Destructible component
9. Set the Linear ZMotion to Limited
10. Set the Linear Limit Size to 100
11. Compile & save
12. Place the BP into the level off of the ground
13. PIE, Simulate, or Standalone

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

2
Login to Vote

Won't Fix
CreatedJul 26, 2016
ResolvedAug 18, 2021
UpdatedAug 18, 2021