I’m new to blueprint and I’m trying to get around the following:
I want to, upon overlap with a trigger volume in the scene, replace a rigid body that’s acting as the player pawn, with a destructible version, and the proceed to add damage, particle fx, impulse, etc.
Impulse is easy, the radial damage is fine, communicating with he level BP is fine, but I don’t know how I will replace the rigid body with the fractured mesh. (UE4 fracture type, not 3rd party).
I can have a destructible mesh component, but when placed at the center of the pawn BP, where the ball currently is, it interacts physically and makes the ball fly off… I have tried setting it to “ignore pawn collision only”, but it does not fix the problem. Entirely replacing the rigid body gives it funky collision and rolling it around is not smooth… Please help!!!