I have a blueprint for a pane of glass that can be broken when hit by another object . The blueprint has a destructible mesh and a trigger . When an object overlaps with the trigger it will check how fast the object is going and if it is going above a certain speed it will use an “Apply Radius Damage” node to break the destructible mesh into pieces . As shown in this image.
This works well until you move it away from the original position . It seems like the “Apply Radius Damage” Node will only apply damage at the actors original position .
This video demonstrates the problem.
In the first part of the video , the blueprint stays in its original position and when it takes damage the glass breaks into smaller chunks that fly around the level in all directions . In the second part of the video , the blueprint is moved from its original position and when it takes damage it will break into smaller chunks , but all the chunks will stay in the same place .