Activating destructable mesh on location?

Hi

I can’t seem to get the destructible mesh to activate, when the player goes to the location and to the box trigger, it basically activates as soon as I activate play mode. Don’t really know how to do the blueprint ? can anyone help?

I may be able to help you here, but I have a few questions. First, do you have any blueprints in place at all currently? It sounds like you’re trying to set up a trigger to shatter a destructible mesh that’s already in the level on player overlap if I understand correctly. Or is it a matter of dropping the mesh on a surface causing it to break? If you have any blueprints for the behavior on the DM, please post them and I’ll see if I can sort it out in the meantime.

Basically the intention for the blueprint is to walk up to the trigger box and destructible mesh will activate. I had a blueprint with some similar nodes used for opening/ closing doors apart from obviously not including any rotation nodes , didn’t work though… so essentially you could say I don’t really have a blueprint.

OK, so here’s what I’ve done. First thing, we’ll need an empty actor. Drop the empty actor into your scene. Now add a collision box (or capsule/sphere if that works better for you) component and add your destructible mesh as a component (both children of the root). From there, all you need to do is set your collision component to recognize overlap (I set mine to use trigger defaults for collision), position it where you want your trigger to be to break apart your destructible, and recreate the BP below. In my basic testing, if you step into the box, the destructible does its thing. And by keeping all of it within one BP/Actor, you can now instance this out and have it so that each individual trigger only activates one DM. Also note that I’ve included a little branch to make sure that only the player character can trigger the destructibles in this fashion.

Tuning is likely required to dial it in for your own use, but hopefully that helps move you along. Cheers!

Thanks!. Does this look right? also branching out from “other actor and return value”, what type of node is that? what would it be classed under? sorry I am fairly new when it comes to blueprints. From the empty actor I selected it , selected add blueprint, then in the blueprints add component where I selected a box collision, and dragged in my destructable vase. Also changed the box collision to a trigger when I selected it in the blueprints under the menu of “collision presets”

The node you’re referring to is an = node, just for an actor reference instead of numeric value… Just making sure the overlapping character is the player’s before triggering. Also, I see the overlap event you’ve got there is tied to the DM itself. Make sure the overlap event is using the box component. Otherwise, you’d have to overlap your destructible mesh itself to activate it. From there, just drop the actor in the scene and position your DM where you need it and the box where you need it (make sure that the box isn’t locked to the root component).