In the editor and stuff, Destruct a ble Meshes. In code, UDestruct i bleMesh (and -Component.)
See here:
//////////////////////////////////////////////////////////////////////////
// FDestructableMeshComponentBroker
class FDestructableMeshComponentBroker : public IComponentAssetBroker
{
public:
UClass* GetSupportedAssetClass() override
{
return UDestructibleMesh::StaticClass();
}
virtual bool AssignAssetToComponent(UActorComponent* InComponent, UObject* InAsset) override
{
if (UDestructibleComponent* DestMeshComp = Cast<UDestructibleComponent>(InComponent))
{
UDestructibleMesh* DMesh = Cast<UDestructibleMesh>(InAsset);
if (DMesh)
{
DestMeshComp->SetDestructibleMesh(DMesh);
return true;
}
}
return false;
}
virtual UObject* GetAssetFromComponent(UActorComponent* InComponent) override
{
if (UDestructibleComponent* DestMeshComp = Cast<UDestructibleComponent>(InComponent))
{
return DestMeshComp->GetDestructibleMesh();
}
return NULL;
}
};