Destructible Meshes are losing collision and physics after a project has been packaged. They will work normally when running PIE.

Steps to Reproduce

User provided a sample for testing purposes. That is too large to link here

Please look towards the bottom of the Answerhub page for the link.


  1. Create a C++ project with the FPS template 
  2. Create a C++ class that extends a Destructible Mesh Actor
  3. Create a Destructible Mesh from a static mesh (Sphere used in example)
  4. Create a Blueprint based on the C++ class and assign the Destructible Mesh
  5. Create an actor (in blueprints) which you can trigger to spawn the Blueprinted mesh actor. (Example uses a sphere and on overlap with a player spawn an actor by class)
  6. In the C++ code for the character, add a UPROPERTY Example uses

(UPROPERTY(Category = Destructible, EditAnywhere) TSubclassOf DestructibleActorRef[Image Removed]

  1. Compile
  2. In the character Blueprint set Destructible Actor Ref to the Blueprinted mesh actor.
  3. Package the project 
  4. Test the destructible mesh

Results: when testing in PIE the destructible mesh will work properly. However in the packaged version the mesh will lose its destructible property as well as its collision/physics. 

Quicker repro steps for testing.
Open attached project
Perform a launch on win64.
The spheres do not fracture on impacting the ground

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Won't Fix
ComponentPhysics - Destruction
Affects Versions4.
Target Fix4.21
CreatedJan 17, 2018
ResolvedAug 9, 2018
UpdatedOct 16, 2018