Does mesh topology determine if a destructible will function correctly?

***Bump

Video showing objects created, exported FBX, imported to UE4, with the 2nd object not working properly.

UPDATED VIDEO 2

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I’ve added another video - some more information I’ve found, is that whenever I create a second object under the same 3d max file and export both objects to FBX, the 2nd object will not accept either ‘apply damage’ nodes and only the impact damage. Although, even if I take that 2nd object and create a new 3D Max file, and export only that object to FBX, the same issue still occurs…so not sure if that really is anything helpful or not.

I’m starting to wonder if this is possibly a bug now and not an error on my part? By chance, could anyone else confirm this?

  • UE4 4.19
  • 3D Max 2018
  • FBX 2018
  • Windows
    10 x64 Home