ApplyDamage calls through to applyDamage on the apex actor, which takes the impulse and applies it to any fractured chunks. If however not enough damage is done to the component to fracture it, no i ...
When you add a Destructible Mesh to a Destructible Mesh Component inside of a blueprint, the viewport is not updated with the new mesh. If you add the blueprint to the level and then open the bluepr ...
Using a recursive line trace function to populate the IgnoredComponents array does not properly identify each component of a destructible mesh to be ignored. ...
For Destructibles, Hide Bone by Name doesn't disable collision with PBO Disable and PBO Terminate. This is similar to [Link Removed], but has enough differences to justify a new Jira (Destructibles ...
Spawning an actor during TG_PrePhysics is added to TG_StartPhysics which leads to the editor locking up when multiple actors are spawned. ...
When using a Destructible Mesh in a bluprint and trying to return the Hit Bone Name will result in "none" being printed. However, using a simply line trace from the individual bone names from a frac ...
Setting the SetActorEnableCollision blueprint node to false does not disable collision for a destructible mesh. Workaround: Adding a static Mesh component and setting any mesh will cause the collis ...
Looks like we're either using the wrong scene for world support queries or more likely query geometry is being added as static geometry in the NxScene and being picked up for world supports (this is ...
Numerous issues when manipulating destructibles. 1) Changing collision response pre-fracture will not affect chunks post-fracture 2) Changing collisions response pre-fracture will prevent damage f ...