Make sure it is the new root, removing the scene comp default
Now set a destructible asset (you can easily make one by right clicking on any static mesh asset)
Notice the viewport of the Blueprint will not update and show your new ly chosen asset!
Now exit the blueprint, and drag the blueprint into your level.
It will appear! Yay!
Now go back into the blueprint editor, and look int he viewport, you will see your asset, yay!
But now change the destructible asset of the component to a new mesh, a different destructible
The asset will not visually change!
#Solution
Someone at Epic needs to make it so that the viewport updates with the new destructible mesh asset, this is either because the viewerport is not being invalidated and told to refresh… or some other reason I dont quite know
#Update ~ This is a Big Issue
Instances of the destructible blueprint actor that were placed in the world will not update their asset when you pick a new one in the blueprint itself!
I have been able to reproduce your issue, and have entered a bug report (UE-29575). Thank you for providing repro steps and for your report. I will provide updates on this issue as they become available.
This issue is currently under investigation by our developers and is slated to be resolved in the future 4.13 release. Please be aware that this may be subject to change.
If you toggle the “Editable when Inherited” checkbox on the Destructible component inside the blueprint, it will make it show up in the viewport!
I’m guessing toggling that checkbox triggers an refresh somewhere. Not the greatest workaround but much better than readding the blueprint in the world or restarting UE4