Thank you.
I have made a temporary/dirty workaround, but I still believe this to be a bug.
I have created spheres around the characters legs that use “hit event” true, and set the BP logic under “Event Fracture” - This fixed a few other issues, such as a slight delay when the character hit the obstacle, and collision not registering with chunks.
Original Comment Below.
I’ve actually removed the execution pin to the logic to test this - and the objects still fracture - leading me to believe this is definitely impact damage.
I have also played while debugging and the Blueprint does not go anywhere near the fracture logic when it isn’t supposed to.
A little more information : I have two characters, one who destroys every DM it touches (the dinosaur), and one (the player) who only destroys them with a powerup - otherwise the DM sends them flying backwards with a launch.
I disabled “Generate Hit Events” on everything - characters, and DMs.
The player still oddly generates the event of launching backwards, losing score etc. - despite hit events being off. This, also, stops the DMs fracturing from impact damage.
It seems that having anything with “Generate Hit Event” to true impact with the DM fractures it as impact damage, regardless of the blueprint.
Setting everything to not generate hit events fires the blueprints off perfectly…via hit events. Which seems totally backwards and I assume is a bug - but it works for me.
I have added Print String to the logic, so I can be 100% sure when the BP is fired off, and sure enough - the text does not appear with “hit events” set to true, whilst the text does appear with it set to false. This causes other issues, since the characters work using this method - yet anything else does not.
This certainly seems like a bug to me.
Just tried this in 4.7.6 and it’s the exact same behaviour.