Ok here is the breakdown I have a door that can be unlocked or broken by force. If unlocked I destroy the destructible. If enough damage is applied it fractures and the player can proceed.
Its a simple BP with a static mesh and a destructible
https://forums.unrealengine.com/attachment.php?attachmentid=1308&d=1398598840
BUT when it fractures the player cannot pass for a time between 3 to 10 seconds .
I cannot understand the problem because if i pause and resume the game the problem is fixed and the pawn can pass trough the hole.
( the result is the same with complex and simple collision ) (the hole is big enough for the player)
https://forums.unrealengine.com/attachment.php?attachmentid=1309&d=1398599001
The fractured parts do collide with the player and I like it like this because they push the pawn in a very “natural way” when they explode.
here are the "collides with player " visualisation it shows no problems
Before fracture
https://forums.unrealengine.com/attachment.php?attachmentid=1311&d=1398599069
After fracture
https://forums.unrealengine.com/attachment.php?attachmentid=1310&d=1398599024
the pieces that are there do not block the player after the “time” has passed .
So yeah I have no idea ( it is a tight fit between the meshes but even if the destructible 0.9 in scale it still does the same thing )
The problem persists with all types of collision (simple as complex etc etc ) , different chunk count (3, 25, 60, 75 ) , even AFTER I destroy the component.
This seems VERY interesting:
https://forums.unrealengine.com/attachment.php?attachmentid=1314&d=1398602787
It seems messing with the Destructible options fixed the “problem” and just as I’m writing this , it messed up again .
Something in the Special Hierarchy Depths when changed (OR reverted to default) fixed the BP for 1 play then after it was broken again.