I have been playing with the destructible meshes and I have gotten them to work no problem. What I would like to do though, I’m not able to achieve yet and I’m looking for any ideas on how to achieve it. I am using the third person template with my own pawn. The character has a sword, which I’ve created an additional node and added a component to be able to turn collision off and on when swinging/not swinging sword. That part is working properly. I made a barrel and made it destructible and I’m able to break the mesh with my sword. But the mesh also breaks if my pawn bumps into the barrel. I would like the barrel(and other props I plan to add) to break only when attacked, blown up, shot, etc. not when they are bumped into. Any ideas/suggestions would be greatly appreciated. This is my first post so forgive me if I’ve posted this in the wrong location. Thank you!
You could try to increase the damage threshold. Make it very difficult (or impossible) to be destroyed be a simple impact. Then implement collision handling and filter for collisions or your sword with destructibles and destroy your mesh manually. Are you using BP or C++?
[=Bajee;44278]
You could try to increase the damage threshold. Make it very difficult (or impossible) to be destroyed be a simple impact. Then implement collision handling and filter for collisions or your sword with destructibles and destroy your mesh manually. Are you using BP or C++?
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How can I destroy a mesh manually from bp?
[=Bajee;44278]
You could try to increase the damage threshold. Make it very difficult (or impossible) to be destroyed be a simple impact. Then implement collision handling and filter for collisions or your sword with destructibles and destroy your mesh manually. Are you using BP or C++?
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I’m using BP. I’ve tried playing around with damage threshold, and it seemed to me I had it set incredibly high(50000) and was still breaking on bump, so I gave up on that. About your other suggestion, if I understand correctly, I could make the mesh block all on collision type, then make a collision listener listening for the node I have the sword component attached to. Upon collision, change collision type to destructible, then this is where I get lost. Is there a command in BP that will make the mesh break manually? Also would I want this to be part of the level BP or part of the destructible class BP or somewhere else? Thank you.
[=WarNerve;45968]
I’m using BP. I’ve tried playing around with damage threshold, and it seemed to me I had it set incredibly high(50000) and was still breaking on bump, so I gave up on that. About your other suggestion, if I understand correctly, I could make the mesh block all on collision type, then make a collision listener listening for the node I have the sword component attached to. Upon collision, change collision type to destructible, then this is where I get lost. Is there a command in BP that will make the mesh break manually? Also would I want this to be part of the level BP or part of the destructible class BP or somewhere else? Thank you.
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Either add an impulse as a child of your sword / mesh, or fire an impulse that is part of the blueprint. The projectile in the BP FPS example has an impulse node that affects destructible meshes.
Hi WarNerve,
These are all excellent solutions. Another suggestion is that in the destructible mesh blueprint, set the collision to Custom collision, and set the mesh to ignore pawn/player pawn. This should prevent you from causing damage to the actor by bumping it.
[= ;46766]
Hi WarNerve,
These are all excellent solutions. Another suggestion is that in the destructible mesh blueprint, set the collision to Custom collision, and set the mesh to ignore pawn/player pawn. This should prevent you from causing damage to the actor by bumping it.
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I had tried this before, but after reading your suggestion I tried again and this time I figured out why it didn’t work before! In my pawn blueprint I had an event that was driving my “swing sword” animation. I tacked on to this event to turn collision to my sword component on when swinging and off when not. Well I just overlooked the fact that in the default state, before the sword was ever swung, collision was still set to on. I just added a begin play event and tied it into my turn collision off part of the BP. Worked like a champ! Thank you for the help, I’m sure I’ll be needing more down the road!
Hi, im having the same problem, i don’t want my character to apply any damages to the destructible mesh or break it but i still want him to push it around or whatever, like a normal mesh. It seems that anything with a movement component break the mesh, since i tried having a mesh between the player character and the destructible mesh and push, it doesn’t break. If i do like wrote, well i just go trough the mesh since there is no collision so i can’t use that. I manage to get something close of what i wanted by setting simulate physics on, start awake off, this works but i have destructible meshes that i want kinematic and if i set hard sleeping on, the mesh is destroyed again by the player bumping into it, im confused :s. I hope someone can help. Thx
ps: i want a cube mesh that i can push, and a door that i can’t push.
My problem is gone, i was creating my blueprints with Actor as the parent class but i needed to use DestructibleActor.