Hi,
So in my game there are blocks that float in the air and when you damage them, they’re supposed to fall to the ground and break. Initially, my issue was that unless they were set to Static, they would simply fall to the ground immediately. I fixed that by having them set to static and simply using Set Dynamic State when I needed and then enabling the transient field afterward.
The thing is…they don’t break.
I know that they’re taking sufficient damage because after they fall, they go through the removal on sleep process (they shrink and disappear - so hey, at least that works!) and I know that they’re successfully fractured because if I go into the viewport, switch to Fracture mode and change the explode amount, they do break apart, sort of - I have to click on the block or something else in the level for the explode to update in the viewport.
I have a feeling that whatever the reason for the blocks not breaking when I apply the damage from the field is probably related to why the explode slider in Fracture mode isn’t happening in real-time, but I honestly have no idea why that’s happening.
Anybody have any idea what’s going on? Also, if there are any screenshots I need to provide, please ask. I don’t know how to provide screenshots of graphs in UE5 though. I had the GraphShot plugin for UE4, but it hasn’t been updated yet.
Edit: If it makes a difference, the geometry collection is being used inside an actor Blueprint. If I drag an instance of the collection directly into the world, the real-time fracture preview works correctly, so the issue where the preview only updates when something is clicked on is related to that. Is it simply not possible to break geometry collections if they’re a component in an actor?