Destructible attached to projectile

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