# BUG: can't change Destructible component mesh in 4.16

**URL:** <https://forums.unrealengine.com/t/bug-cant-change-destructible-component-mesh-in-4-16/399241>\
**Category:** Platform & Builds\
**Tags:** unreal-engine, Destructible-Mesh, bug-report, editor, question\
**Created:** [June 25, 2017, 6:07am UTC](https://forums.unrealengine.com/t/bug-cant-change-destructible-component-mesh-in-4-16/399241 "2017-06-25T06:07:06Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![anonymous\_user\_fbe5155f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_fbe5155f](https://forums.unrealengine.com/u/anonymous_user_fbe5155f)\
**Post date:** [June 25, 2017, 6:07am UTC](https://forums.unrealengine.com/t/bug-cant-change-destructible-component-mesh-in-4-16/399241/1 "2017-06-25T06:07:06Z")

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4.16.1

- Create a character, create a destructible component.
- Give it a default destructible mesh (or not)
- Place it in the level
- Try to change the DM, it doesn’t assign it. It just reverts back.

Ditto if you try to extend a character and change its DM in its child class.

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [June 29, 2017, 8:31pm UTC](https://forums.unrealengine.com/t/bug-cant-change-destructible-component-mesh-in-4-16/399241/2 "2017-06-29T20:31:52Z")

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Hi ,

Thank you for the report. I was able to reproduce this and have created [JIRA UE-46687](https://issues.unrealengine.com/issue/UE-46687) so our developers can investigate further.

-TJ

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**Author:** ![Elathan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Elathan](https://forums.unrealengine.com/u/Elathan)\
**Post date:** [August 5, 2017, 11:13am UTC](https://forums.unrealengine.com/t/bug-cant-change-destructible-component-mesh-in-4-16/399241/3 "2017-08-05T11:13:32Z")

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I just checked the issue and it is marked as “Won’t Fix” without any explanation.  
Could you share a bit more information about this? I guess it isn’t just because someone didn’t feel like fixing it, is it? Is it really this problematic?

At least a proper log message saying that it is impossible because idk would be better.

Also for anyone else having this issue:  
If the destructible mesh component is created in C++ level it can be modified per instance.

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [August 8, 2017, 4:44pm UTC](https://forums.unrealengine.com/t/bug-cant-change-destructible-component-mesh-in-4-16/399241/4 "2017-08-08T16:44:11Z")

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Hi Elathan,

The reason is because there is no plans to work on the destructible system at this time. The only destructible bugs that are currently being addressed are crashes and showstoppers.

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**Author:** ![FerdTheNerd](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FerdTheNerd](https://forums.unrealengine.com/u/FerdTheNerd)\
**Post date:** [September 6, 2017, 10:18am UTC](https://forums.unrealengine.com/t/bug-cant-change-destructible-component-mesh-in-4-16/399241/5 "2017-09-06T10:18:59Z")

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Hi TJ,

I have recently come across this bug too. For people experiencing the same issue the post below gives a **“slight”** work around.

The link posted below details the same bug dated from 2016, so this bug as been around for some time.

> **[\[Destructible Mesh Bug\] Blueprint Viewport does not update with new...](https://forums.unrealengine.com/questions/406492/destructible-mesh-bug-blueprint-viewport-does-not.html)**
>
> Dear Epic, #Repro Make a new actor blueprint Add a destructible mesh component Make sure it is the new root, removing the scene comp default Now set a destructible asset (you can easily make one by right clicking on any static mesh asset) ...

The main issue is that instead of working from a single blueprint and updating the mesh in editor, you need to duplicate the blueprint for each DM with an updated mesh. I have a lot of unique DM’s in a scene.  
They found a slight work around, by changing the **‘Editable when Inherited’** in the DM component. However, this disables the ability to edit the component in editor and must be done through the blueprint. Which doesn’t solve my issue, I have a quite few duplicate blueprints because of this.

Any updates/workarounds to this would be appreciated as my duplicate blueprints are starting to balloon.  
212453-212454-
