Hello, I have made a destructable mesh in PhysX Lab, it works fine in ue4.
The Questions: 1: How do I know its running Gpu Accelerated Physx and not on the cpu, or do I need to compile a build to make it run on the gpu?(its running slow) 2: How do I make it not disappear when destroying other destructables . 3: How do I make it so it only destroys where i shoot it with a gun (like this ) ) Fixed
My Pc Specs (so you know it’s not my pc that is bad)
CPU: I7 3930K
GPU: GTX 780
RAM: 16GB 1600Mhz
C drive(where ue4 is installed): samsung evo 120GB SSD
Okay, i fixed number 3, i just needed to set Support Depth:2 (because i have 2 depth layers). Damage Threshold :20.
**Damage Spread **:1.
Now i just have two more problems.
Problems: 4: When i shoot my destructable its like it gets alot of force applyed so it flys away, (sim physx is disabled) 5: when i shoot it the debris flys like there have been an explosion
I saw your thread and how you dealt with breaking only selected parts of the mesh. Could you please tell me, cause I can’t find it anywhere - how do you define more than 1 depth of the destructible mesh?
The import button or the ‘fracture mesh’ button only allow to define the first depth level.
when you have imported the destructible you choose it in the asset browser, press CTRL+E and then its in that menu, i cant say wer it is becuase im currently not home. ill try to make a quick tutorial when i get home
We are still in discussions with NVIDIA about how to support GPU features in a cross-platform way. APEX Destruction itself doesn’t actually have GPU support, but could potentially spawn ‘GPU rigid bodies’ for the very small pieces.
Hey ,quick question.
Say I have a PhysX scene with joints and other stuff,what happens if I export this to mobile ? How UE4 deals with cross platform PhysX or is it possible?
Is destruction on mobile planned anytime soon? I am making a ‘Smash Hit’ style game and just found out that although everything works perfectly in the mobile preview on my desktop, transferring it to an actual Kindle Fire HDX is disappointing. Tegra K1 can’t come soon enough lol
Edit: I guess this has already been answered. (still wishing for soon)
I’m not sure what you’re trying to achieve or what kind of tutorial you’re wanting exactly.
If you’re making a destructible mesh in UE4 you can only have 1 destruction depth. For example, Depth 0 is not destroyed and Depth 1 is destroyed
If you want to make more than one depth layer you will need to use Nvidias PhysX Labs that can downloaded from their site. They also have tutorials that walk you through using their software to setup some cool destruction meshes! Tutorial can be found here.
PhsyX uses .apb and .apx when exported from the PhysXLabs application.
There shouldn’t be any need for compile that I’m aware of. It’s just like importing an FBX or OBJ file.
Not sure what needs to be done with WDExpress. I know it’s an extension or some part of Visual Studio from what I’ve looked up. As far as I know there should be no need for it.