Fracture Issues With VR

Hi, I’m making a project in Unreal 5.1.0 that simulates a rage room. We’re utilizing the Fracture mode for destroying plates once it’s passed a damage threshold.
Since it’s in VR, our objective is for the user to grab an object, throw it, and it’ll fracture.
I’ve duplicated the default grabbable_cube and changed the static mesh to the plate, then created a fracture from it. After it’s fractured, it’s no longer grabbable. Once it’s a geometrycollection, it we can’t edit the original mesh to ensure the grabbablecomponent is still there. Is there any way for the fractured plate to be grabbed, thrown, and then fracture?

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How are you handling the collision and physics interactions between the VR hand controller and the grabbable plate? Are there any specific challenges you’ve encountered in implementing this interaction? :face_with_monocle: