Description

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.
Result
The spheres do not fracture on impacting the ground

Have Comments or More Details?

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

13
Login to Vote

Won't Fix
ComponentPhysics - Destruction
Affects Versions4.17.24.184.20
Target Fix4.21
CreatedJan 17, 2018
ResolvedAug 9, 2018
UpdatedOct 16, 2018