Since upgrading to 4.6 the destructable meshes in my game have become non-collision, things fly straight through them. I tried re-doing the fracture, and it seems to work, but it doesn’t. When I close the mesh and open it up again, when I move the explode amount nothing happens, as if I haven’t fractured it yet. I can try to fracture it and it works but it’s like it’s not saving it. In-game, objects just fly through it as if it wasn’t there
I use destruction meshes on nearly a daily basis and have not had any issues with 4.6.
With the information you’ve provided it’s a little hard to know what may be going on. Can you post a screen shot of your DMs modified settings along with the details panel of the mesh in your scene for it’s collision parameters and anything else you may have set up here.
If you’re using anything else, such as particle effects for your DM or have it setup in a BP please list these details as well.
Why has this been flagged as resolved? it’s not at all
Here are the three stages. In the first picture note the explode settings. It’s set high, it should be “exploded”… it’s not. But let’s pretend this is a brand new DM so…
Second image, I’ve done the fracture, and exploded it. It’s working as it should. I’ve highlighted the save button because after I took the screen shot I pressed save.
I then closed it, reopened it and the third screen shot shows the explode slider up but there is no explosion. the DM has “reset” to having no fracture anymore
I can’t imagine how the settings on the right would affect this, the error is more fundamental than it not breaking properly
Could it be to do with the preview level? On level 0, the fracture disappears, but on level 1 it’s still there. I don’t know how to “use” these levels
Why has this been flagged as resolved?
This is something that AnswerHub does by default anytime a staff member adds an answer to the post or comments on the answer. This does not mean the issue is resolved though. I typically leave it that way because it’s easier to see in my queue when someone has responded back that way. There have been many discussions about using the word “Resolved” for AnswerHub as well, since there may be a bug that is entered but not fixed yet, thus the issue is not resolved but the question is. We’re working to get some better functionality here.
Anyways, on to the fun stuff!
first picture note the explode
settings. It’s set high, it should be
“exploded”… it’s not.
This is actually not correct due to the preview depth 0 that it is on. If you select Preview depth 1 it will be exploded. This is just a quick way to look at the individual depth layers. If you had made the DM in PhysX Labs you would have the possibility of more depth layers to look at. So this is expected behavior when the preview depth 0 is selected because this is your base unfractured mesh.
Second image, I’ve done the fracture,
and exploded it. It’s working as it
should. I’ve highlighted the save
button because after I took the screen
shot I pressed save.
If you’ve already fractured the mesh you will not have to refracture. You will only need to set it to Preview Depth 1 to see the results. Although, refracturing won’t change any of your settings unless you change the fracture settings (ie. Cell count and Seed).
I then closed it, reopened it and the
third screen shot shows the explode
slider up but there is no explosion.
the DM has “reset” to having no
This is also expected behavior. The fracture editor will not remember what depth you were previewing when you closed the window. It will always default to Preview Depth 0 when you open since this is the base unfractured mesh.
Again, this does not mean you lose your fracture settings. It just means you need to set it to the appropriate preview depth to see the results of that depth fracture.
If you have any questions about this feel free to ask!
It turned out that Enable Async Scene was turned on in physics settings. Fixed it completely by turning it off
And YES, by having the Preview Depth set to 0 would prevent you from seeing the exploded view in the editor. But glad to see you resolved it another way.