Apply Radius Damage does not work properly once object has been moved

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 .

Hi ,

While attempting to reproduce your bug we stumbled upon a crash along a similar vein. Once this crash is cleared up I will continue to look into this problem for you. Thank you for your continued patience!

Hi ,

Are you still experiencing this destructible mesh bug? We were able to get the crash that was preventing my testing resolved so please let us know if you are still experiencing this so I can assist you further. Thank you!

Hi ,
I created a new actor and it is not a problem any more . I am not sure what was causing the problem . It may have been that the destructible mesh was not the root .

Hi ,

I am glad to hear you are no longer experiencing this problem. I will mark this as answered for tracking purposes. If the problem ends up persisting, please feel free to comment here so we can continue to diagnose the bug.