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?
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.
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.
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’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.