Yes, all of your meshes need to be destructible. You’ll also have to use dynamic lighting/movable light sources) if you are going to destroy walls to prevent any odd lighting issues. Watch this stream by Tim Hobson from Epic on destructible meshes: PBF: Destructibles Overview in Unreal Engine 4 and Q&A - YouTube
How exactly can you do this? Convert it to a destructible mesh maybe? Will it have any bugs like lighting errors?
is there a way to collect each individual broken mesh off the original piece? Like if you dig into the ground, the dirt flies in pieces, can you collect those pieces,and how?
I’m not sure, i havent tried that before. But even if you could there is a limit to the number of destructible pieces in the level as far as i know, and it is an expensive feature so it wouldnt be practical to make a deformable ground like that.
ok then, Thanks!
is there a way to collect each
individual broken mesh off the
original piece? Like if you dig into
the ground, the dirt flies in pieces,
can you collect those pieces,and how?
For something like that using Destructible Meshes would not be the best coarse of action. You would be better off setting up a Blueprint with a prefractured static mesh. This way you can set up the logic and how each piece should be treated.
DM’s are really best if you want simple destruction or for a single asset that doesn’t need a whole lot else going on in the background for something as specific as that.