Geometry Collection (Component) Impulse & Force not working?

With a Geometry Collection Component, I’ve tried most of the nodes for Impulse and Force going higher and higher values but nothing seems to work. However a couple of times it has which is extremely inconsistent. Has anyone else had this problem?

I’m not using anything that has a velocity, just at location. It does fracture and simulate physics, tried dropping something on it and works fine but want it to explode on the spot.

Is a Field System the only way?

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Any luck with this i tried torque, force, impulse wanted a rolling marble pawn that would break if dropped too hard. It does no respond.

Try using them in version 5.1. I haven’t tested it myself yet, but I see that Geometry Collection Component now overrides those methods.

It seems to work in 5.3.2. Just made a destruction geometry and added it to my blueprint object. The impulse works great when I connect to begin play but if there is any delay or timer then it won’t accept the impulse.

https://blueprintue.com/render/a3sq5roa/

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It does not seem to work on 5.5.4, have you tested it on 5.5.4?

Hi, for people who are still confused about this topic, here are some tips:

  1. Field System is the recommended way;
  2. Howerver, you can still use these functions:
    1. ApplyExternalStrain (Target is GeometryCollectionComponent), it can break the GeometryCollection, then you can apply impulse to the broken pieces;
    2. ApplyRadialImpulse (A function defined in UPhysicsObjectBlueprintLibrary). Make sure you set the pin “ApplyStrain“ to true;

RadialForceComponent or Impulse functions defined in PrimitiveComponent can’t break the GeometryCollection. And here are the reason why it only works in BeginPlay (if you are interested)

  1. GeometryCollection begin with a dynamic physics simulation state, and immediately turns into a sleeping physics simulation state;
  2. Impulse functions defined in PrimitiveComponent doesn’t affect sleeping GeometryCollection instance;
  3. This can be proved by using “WakeAllRigidBodies“ before apply “AddRadialImpulse”, this makes the GeometryCollection instance awake and can be blowed away;
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