Attaching Chaos Destruction geometry collection to dynamic simulated actor

I’ve been trying to attach fractured geometry collection to an moving dynamic actor with no luck.

Could anyone explain how fractured (destructible) geometry collection should be used together with other dynamic actors?

From my current attempts, it “seems” that the behavior of geometry collection attached to actor mesh as child is “buggy”:

  1. Collision bounding box moves together with actor parent mesh while visually the fractured geom. collection mesh appears stuck at spawn location and without collision
  2. At some point the spawned visual mesh of destructed object starts to move together with parent actor but has 0 interaction with other dynamic objects
  3. As soon as the “indivisible” collision box (which continues to move with parent actor) has interaction with other dynamic objects, the visual mesh pops back to the location of collision event.

Hi

Kinematic geometry collection attached to another actor should work
there’s a few things that need to be set:

  • Simulate Physics need to be set to true
  • The geometry collection needs to be kinematic or some of its bone need to be set kinematic or anchored ( best is to set the bone to be attached to be kinematic )

With this, when the transform is updated via the parent , the kinematic target of the active clusters should be properly updated on the physics side and the whole should move along