Delete destructible mesh debris

Here’s a link to my Destruction test level. Please forgive that it’s a little clunky and somewhat disorganized. It’s just a level where I can quickly test impact and ray traced destruction in different capacities.

If you go toward the end or search the DM_Fade_Chunks you’ll find it.

That’s the one I grabbed the gif from above.

Use LMB for ray traced weapon and RMB for Ball Projectile.

The fade chunk example will only take damage from the ray traced. I never set it up to use impact damage from the ball projectile.

With regards to chunks there is no way to affect any chunks that I’ve been able to do from Blueprints. You can get the reference the chunk names with a line trace to detect. They will be labeled something like bone 1, bone 2, etc, if memory serves. (It’s been a while since I last did it.)

If you just want the chunks to not affect pawn you can try changing the collision state after it fractures via blueprints via the set collision object type. You would probably need to setup a custom collision channel via the project settings so taht when you switch the destructible can ignore the pawn.

From what I see this looks like a viable option. I’ve not tested it so I can’t say exactly for sure, but it looks like it would work. I can test this further if you try and have trouble with it or don’t know exactly how to set it up. It’ll be after Christmas before I can but I can help look into it. :slight_smile:

Let me know if anything comes up you have questions about.

Tim

EDIT:

Forgot the link to the test level Project: Dropbox - Error