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?

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. 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

Have Comments or More Details?

Head over to the existing AnswerHub thread and let us know what's up.

Login to Vote

ComponentPhysics - Destruction
Affects Versions4.
CreatedJul 26, 2016
UpdatedMay 20, 2019