Damage Propagation Impeding Chaos Destruction System

The relevant comment:

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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.

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