If you add this to the bottom of UDestructibleComponent::SetDestructibleMesh(), it solves this issue:
if (SkeletalMesh)
{
SetCPUSkinningEnabled(true);
}
If you add this to the bottom of UDestructibleComponent::SetDestructibleMesh(), it solves this issue:
if (SkeletalMesh)
{
SetCPUSkinningEnabled(true);
}