I have been racking my brain on this for some time.
I have my projectile that fires and hits my destructible mesh (I print screen the component that is hit and it’s correct). On Hit I have the hit component add impulse at location, just like in the first person starter content. But no impulse is made.
I have tried checking all the blocking collisions on the projectile with the same result. The colliding body from the projectile is a sphere collision component. Even when trying with the static mesh I get the same result.
When I insert the “is simulating physics” branch I get a false result. The static mesh has collision and set to block all.
Static Mesh Collision:
I was able to get the fracturing to work in the first person shooting content but not able to replicate in my main project for some strange reason.
Yes, the static mesh is block all. Also, before adding the fracture logic (geometry collection) on the static mesh, the physics will work fine and the pot will move off on as expected.
EDIT: Also, if I take a primitive (just a cube) and apply the fracture logic, it works. I put it to some height and simulate - it drops and fractures. I have done the same thing with the static mesh and it bounces.
So in fiddling a bit more, I think the collision cannot take place between a collision sphere (jokes on me there) and the fracture-able mesh. Now I run into a new problem of having either the mesh explode as I would expect given my “add radial impulse” or it shoot away at super high speeds given I have shooting it with a bullet at 10k initial speed. It seems to depend on which logic fires first.