Any way to put decals on a GeometryCollectionComponent (or fake similar behaviour)?

Hello!

I want to create a photorealistic destructible log cabin and for this I want to try out destructible logs to use as construct materials. So far this works out pretty well using a cylinder geometry collection component from fracture mode and quixel bridge bark material and the idea was to put decals on the ends of the logs to create the rings. But decals doesn’t seem to work on GeometryCollectionComponents (and I sort of get why, must be hard to have a decal on a fractured mesh).

So to fix this I thought “Ok, I put a mesh cylinder inside the GeometryCollectionComponents object as a child object and fake the decals this way, and when log is destroyed i despawn this mesh”, but that didn’t work since the cylinder just floats in the air, see pic related:


and now I’m at a loss, not sure if I should try to sync the movement of the mesh alongside the GeometryCollectionComponent? Is that possible?

Am i barking up the wrong tree (pun mostly related)? Is there another way better way to achieve this sort of effect? I’ve thought about having a rectangular cube mesh with log material, but I couldn’t think of a way to make this explode in an equally realistic way

Many thanks for help!

To solve my own question: I realized that the issue wasn’t the static mesh, but the moving log. A house does not have logs rolling around, they’re always stationary (until blown up). So I created a bit of a non-issue here by attempting to simulate a moving destructible log.

The bug is the feature.