Destructible attached to projectile

Hello.
I found bug when i shoot projectile with destructible mesh attached to actor with projectile movement, destructible mesh is in ±50% cases out of his base location. Static mesh is always on exact position (working well).
With higher projectile speed is destructible mesh more out of position.

For test i used 20k speed and set off bounce. Here is result:


If its not enough for understanding, ill record video, let me know, thanks.

Hi Name368,

I see the behavior you described, however; destructibles are a bit limited because they are an in-engine created skeletal mesh. They can be a bit taxing on the system to keep up with. So you won’t always see perfect physics performance from them. There is a more efficient way to accomplish what you are trying to do.

It looks like you want the bomb to explode but leave a smaller bomb in its wake. Is that right? Here is how I would do that.

  • Remove the Static Mesh from your projectile

  • Create a new blueprint actor that is the smaller bomb (the component only needs to be a Static Mesh that is simulating physics)

  • In the Projectile, OnComponentFracture spawn an the small bomb at the projectiles location

Let me know if this will work for you.

Cheers,

TJ

Hello,
Thank you for answer. That smaller bomb was only first static mesh what i randomly used.
I created bp where on time-out or impact is bomb destroyed to pieces because i didnt want to use spawn node because i read somewhere that spawn is heavy operation. So on detonation i changed destructible mesh collision and broken it to pieces with radial force.
I have workaround with destroying static mesh actor bomb and creating on same location destructible bomb with radial force…
At throw i rotating bomb in tick and i was suprised with behavior when bomb was rotating on landscape so i only wanted to report this but i understand its limited. No problem. So we can close this topic. Thanks.