Destructible chunks will flicker after the DM has been fractured. These chunks will flicker until they are in a sleep state. Using Sensitive Sleep Family will allow this to stay prolonged. Waking th ...
Using the Set Physical Material for Destructible does not work currently. In comparison with a static mesh physical material will change via key press during gameplay. ...
Occasionally the player capsule can be launched due to bImpartBaseAngularVelocity being enabled in the CharacterMovementComponent. Disabling this does not result in the character capsule being launc ...
BP Component is not destructible if the Object Type is set during runtime. If the Object Type is set manually before PIE is started, the BP component will destroy correctly. ...
When opening a DM selecting any chunk, even the unfractured mesh, closing the chunk parameters tab and reopening the DM will result in a crash. If that DM is opened and clicked in the viewport it ...
When creating fracturing a mesh in PhysXLabs vs UE4 fracture tool with both using Voronoi fracture and set to 25 chunks will give different results. The mesh (Attached below along with reference i ...
When importing destrucitble APB asset files from PhysX Labs there is no visible shadow cast for these meshes. The same is not true for a destructible created in UE4. These are using the default sett ...
When using a DM that has Crumble Smallest and Impact damage enabled there will be instances where the residual mesh before fracture is left behind. What appears to happen is there is a force large e ...
DESCRIPTION: When using form extended structure with DMs that are hit by a rigid body the resulting hit does not reflect the correct actor if they are both using form extended. If a DM without form ...
DESCRIPTION: When attempting to change the collision profile of a destructible via Blueprints it will not set appropriately. The collision profile set via the details panel for the individual object ...