Hi,
I have a large wall that is a destructible mesh. By setting the support depth to a higher value I was able to make only a small segment of the wall break when the player throws an object at it. However, if the player throws an object at a different part of the wall after there has already been a fracture, it just bounces off. The objects being thrown are static meshes with ‘simulate physics’ set to true.
I saw other questions very similar to this one and replies were always to make sure that the object being thrown at it has ‘simulation generates hit events’ set to true. I have done this already and it makes no difference. What else could be causing this issue?
Thanks!