Apply Damage explodes my destructible mesh

Hi,

I’m trying to create a destructible object that takes a number of melee “impacts” (damage events really) and then explodes with a directional force opposite that of the instigating characters position. However, my mesh explodes in all directions from the hit location vector when applying enough damage to reach its threshold. Is there any way to prevent the mesh from exploding in this way?

Link for example - Video

The way I would do this is to disable destruction on the actor until it receives the correct number of hits - 1. I would then switch destruction back on for the final hit.

i think the main part of his question was the directional destruction part

Don’t you have to use Radial Damage instead of Apply Damage (i.e. Apply Radial Damage)?

That’s right. I can’t seem to get the mesh to crumble apart and receive an impulse to push the debris away from the character when using damage events to destroy it. It just explodes from a central point.

When you simply allow physics/gravity to break the destructible, it just crumbles/falls apart and doesn’t explode, which is what I would like to happen on damage events! Hopefully this is possible and it’s just that I haven’t found the right balance of settings within the destructible mesh.

You could also add radial force

I’m having the exact same trouble. I’ve tried radial damage (like people suggest), as well as, adding impulse. Trigger destruction doesn’t seem to work, only collision destruction.

I’ve tried it with apply radius damage but the mesh won’t fall apart, just get some cracks and “explodes” only when I’m running against it.

I’m seeing this problem too. I’ve tried offseting the hit location… changing the impulse direction… Everything just flies in all directions no matter what - unless I’ve got the player’s collision pushing on the destructible.