Fracture Geometry Question

Hello, I have a question regarding the fracture geometry in the editor. I have for example buildings that I created geometry collections for. Whenever they get hit by a projectile or another object, the entire geometry collection gets destroyed as it should. I however want to make it so that the foundation of the building 3d models will stay static and not move. So for example if the object is slightly intersecting with the landscape, unreal engine would consider that part to be static. So the rest of the building for example can be destroyed but it leaves the foundation of the building unaffected. Can anyone point me in the right direction on how to achieve this? I will admit I am still learning the fracture tool so this could be something easy that I just need to read into more but from the reading I have done I cannot find the most efficient way to do it.

You’d need several meshes.
One which can be static, and one which can fracture.

Alternatively, make some kind of effect to cover stuff up, and just spawn a new foundation mesh in while the effect is displayed.
Theoretically geometry pieces intersecting the landscape will fall out of view anyway.

These are the easy ways. Doesn’t mean they are the best ways or what you need.

Thank you I will try that attempt with the static mesh as the base. I have one other question. I found a 3rd party FAQ about destruction meshes. One of the questions was
" Why doesn’t my DM stick to the ground when I shoot it? It just flys off and bounces around."

The answer was

You will want to set the flag for Asset Defined Support , with corresponding selected chunks and the Chunk Parameter is Support Chunk set properly, or you can use World Support . When either/both of these are set the destructible will “stick” to any static geometry in your game so long as it has not received enough damage to break free. This also requires that at least a Support Depth of 1 is set to work properly as well.

I don’t see the options anywhere in the editor for world support. It appears that it is a FAQ for UE4 so things probably have changed. Are you familiar with that? Does it still exist in UE5?

No. Hopefully someone who has been playing with ue5 will come along and point you in the right direction there…

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