How can I assign a blueprint to a geometry collection?

I have a moving target that is destroyed upon contact with a projectile. Instead, I want it to explode into pieces when hit. I tried to accomplish this by making it a geometry collection and adding a cluster fracture to it. When I press play, the target falls to the ground and falls over without any fracture. It does not break when I shoot it either (my projectile is a cone static mesh), even when I change its mass to 1. The original blueprint for the target does not have gravity and moves up and down on a timeline. I would like it to keep doing this but have the ability to break apart upon contact with my projectile. I also want it to stay intact when my character (default Unreal mannequin) runs into it. Only the projectile should break it. How would I accomplish this?


Hi,

Is your projectile a dynamic physics object ?
If so , it needs to be heavy enough to cause damage to the object

You need also to make sure the damage threshold on the geometry collection component are adjusted accordingly to reflect how strong or weak you want your geometry collection to be

I also recommend using the blueprint function for the geometry collection component
You can see how it is used in this tutorial:

I hope this helps