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.
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Remove the Static Mesh from your projectile
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Create a new blueprint actor that is the smaller bomb (the component only needs to be a Static Mesh that is simulating physics)
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In the Projectile, OnComponentFracture spawn an the small bomb at the projectiles location
Let me know if this will work for you.
Cheers,
TJ
