Description

DESCRIPTION: Changing the mass of a Destruction asset does not affect it. In comparison doing the same for a static mesh set to simulate physics will adjust accordingly.

Forums Post: https://forums.unrealengine.com/showthread.php?52328-Mass

ENVIRONMENT:
OS: Windows 8.1
PROCESSOR: Intel(R) Xeon(R) CPU E5-2620 @ 2.10GHz
MEMORY: 32GB RAM
GRAPHICS: NVIDIA GeForce GTX 770

Steps to Reproduce

FREQUENCY: 3/3
====================================

REPRO STEPS:

1. Open UE4 (preferably one with a player character)
2. Import or use a static mesh (Box works well)
3. Place in the scene and set to simulate physics with a mass of 100
4. Create a Destructible Mesh from the static mesh
5. Fracture the mesh
6. Place the Destructible Mesh in the scene next to the Static version
7. Enable Simulate physics and set the mass to 100
8. PIE
9. Use player character to push the boxes

RESULTS: Setting the mass on the Destructible Mesh does not work when compared to the static mesh equivalent. Setting the mass to 5 for both the static version set to simulate physics will not budge with the player character pushing. The Destructible Mesh will roll and bounce away (assuming you're using a box, bounce results will vary otherwise.)

Expected: When comparing a Destructible Mesh to a Static mesh set to simulate physics the mass should be the same for the two.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-5642 in the post.

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Won't Fix
CreatedNov 19, 2014
ResolvedFeb 5, 2017
UpdatedApr 27, 2018