Destructible attached with a Physics Constraint have inconsistent physics compared to a standard Static Mesh. This is also sometimes prevalent with Destructibles that aren't attached with a Physics Constraint.
User Description:
I have a destructible mesh and I'd like it to interact with a physics constraint in the same way as a mesh would. But the destructible mesh doesn't bounce.
I've gone through all settings and searched the docs / forums with no joy. Manually setting the mass of the destructible mesh had no impact. Is it possible, or is this just a limitation of the destructible mesh? Or is it me not understanding something?
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
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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. In the Event Graph, Event Begin Play > Wake All Rigid Bodies on the Destructible component (this is to bypass JIRA [Link Removed])
12. Compile & save
13. Do steps 3-9 but use a Static Mesh component instead of a Destructible
14. Place both into the level off of the ground
15. Place a Radial Force Actor within reach of both BPs
16. In the Details panel, set the Force Strength to 1,000,000
17. PIE, Simulate, or Standalone
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3 |
Component | UE - Simulation - Physics - Destruction |
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Affects Versions | 4.12.5, 4.13, 4.21.2, 4.22.1 |
Created | Jul 26, 2016 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |