Setting a material in a BP construction script after setting a DM will result in a crash. This will render the BP inaccessible once the project reloads. Opening the BP will result in an instant cras ...
When using World Support or Asset Defined Support on a Destructible mesh that is spawned in, if the static world geometry is spawned in after the DM it will not be supported. However, if the static ...
When using a Destructible with World Support set simulate physics can be enabled so long as the DM has not been hit yet. Once it's been hit it no long is able to be set to simulate. ...
Physics Thruster actor does not affect destruction meshes that it is attached to. ...
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 ...