i created a geometric collection out of any static mesh with a meterial and applied fractures to it in 5.6, for some reason the material disappears until i break that geometric collection in the world. i tried the same method in 5.5 and it works fine but not in 5.6. Enabling/Disabling show bone color has no effect. creating a new dataflow also has not helped solving this issue
Found a solution. Got to enable Custom renderer type in the details panel of the geometric collection, you dont have to select the render type even if its none it will work now
Hi
Thank you for reporting this issue
I’m suspecting this has something to do with root mesh proxies which are enabled by default in 5.6 when creating a geometry collection in the fracture editor (Checkbox in the dialog box )
Can you check if your asset has a root proxy data set by default ?
If so , does removing the root proxies and disabling the custom renderer solve the issue ?
I have also noticed that from 5.2 to 5.3 the inside materials are no longer Auto created when fractured. Am I missing a new method after 5.2? I have provided footage of the same fracturing process from 5.2-5.6. It seems both methods mentioned previously fix the lose of the base material when fracturing. But Auto multi material creation for inside fracture materials stop generating since 5.3…
UE 5.2 (Fracture and Auto Multi Material creation works)
UE 5.3 (Fracture and Does NOT Auto Multi Material create)
UE 5.4 (Fracture and Does NOT Auto Multi Material create)
UE 5.5 (Fracture and Does NOT Auto Multi Material create)
UE 5.6 (Fracture and Fix for base material lose “enable Custom renderer” type, Does NOT Auto Multi Material create)
Hi,
The automatic workflow was creating a lot of unnecessary material slots, so we changed it to give more control to the user
There’s now a tool to assign material directly in the Utilities section ( see attached screenshot)
You can select internal , external faces and specific parts of the geometry collection then add and assign materials to them
This way it is easier to have a single internal material for example even if you have multiple external ones, giving more artistic control