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