I’d like to get the debris from my UDestructibleComponent once it breaks.
I’ve had no luck figuring out how to do this however. My attempt was in Blueprints to get the component, and get it’s children array.
A C++ solution would be ideal but Blueprints are fine as well.
Thanks for reading.
#PhysX Wiki Tutorial
I have a whole tutorial on how to do this here!
This tutorial shows you how to get all the world space transforms of the debris using PhysX code in a custom Destructible Component class!
After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...
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Wow, super sorry about this late response.
First, thank you a ton for the link. I’ve used many of your posts as key resources for learning UE4.
That being said, I am unable to access the “physx::PxRigidDynamic” type’s members. That is to say, the tutorial’s stock example code does not compile for me. Including “PhysXIncludes” has proven to NOT be enough. Nor has adding “PhysX”, “APEX” to the Build.CS.
I’m currently using 4.4.
My tutorial is based on 4.4,
the only two steps I did was the PhysXIncludes and the build CS stuff
So I am not sure what your issue is!
I’d say try again in a fresh C++ template project
make sure you go into YourGame.h and change EngineMinimal to Engine.h
see what happens then
My patented "UE4 C++ Starting Anew"© method will hopefully uncover the issue