Damage Propagation Impeding Chaos Destruction System

I’m trying to build a wall that takes localised damage but the wall ignores the first impact (a stress field) and then when the second hits, the wall shatters like glass?

The ‘Damage Propagation’ variable is dysfunctional. When set to 0 the error continues, but disabling it entirely prevents ANY destruction. The editor description when you hover over it is even misspelled…

I’ve attached some screenshots to showcase what I am seeing. Settings also shown.




Screenshot_20230301_192129

Update: Changing the propagation to 0.001 causes the structure to take two or three hits before exploding into individual bones. So Damage propagation is causing the wall to act as a capacitor for stress damage until it reaches a threshold and then it disintegrates. That’s not propagation.

I set the damage index to 1, in order to make the structure as fragile as possible. The bug continues regardless and ignores a few hits before exploding.

Screenshot_20230301_193446

Update 2: I’ve changed settings for 5 hours but the outcome is almost identical in each case; the first hit is always ignored and at some point a hit makes the entire structure disintegrate.

Did you ever find a solution to this? I’m having the same issues…

The relevant comment:

"

I improved the situation by doing the following:

A). Remove simple collision and use complex on each mesh before creating a geo collection (I’m not even sure if this does much but it’s what I have been doing).

B). Create a geo collection for each mesh on its own. You cannot select multiple meshes and crate a parent Geometry Collection with the two meshes inside of it.

You probably should be able to, but doing so resulted in collections blowing up or not being interactable (maybe see if this is the case for you).

C). Give all neighbouring geo collections the same Cluster Group Index.

The above steps will work for some collections. I have found for some, that it does not. It will even work in one project and not in another with the same mesh.

Deleting the various geometry collections that make up a structure will reveal it is one or two collections that cause everything to explode, despite having the same settings. In my case for example, I have a ring on the turret that regularly causes issues, though sometimes works in test files.

I do not yet understand how anyone is using this engine to create destructible environments beyond crates or tables.


Edit: The random events were due to a malfunctioning anchor field. Try replacing it EVEN IF all the settings are correct and it was working before hand. Mine was not behaving correctly.

"

Note that Step A) is likely irrelevant.