# How can I make my skeletal mesh break into physics objects?

**URL:** <https://forums.unrealengine.com/t/how-can-i-make-my-skeletal-mesh-break-into-physics-objects/292903>\
**Category:** World Creation\
**Tags:** unreal-engine, Physics, skeletalmesh, question\
**Created:** [September 4, 2014, 8:36pm UTC](https://forums.unrealengine.com/t/how-can-i-make-my-skeletal-mesh-break-into-physics-objects/292903 "2014-09-04T20:36:10Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Skuvnar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Skuvnar](https://forums.unrealengine.com/u/Skuvnar)\
**Post date:** [September 4, 2014, 8:36pm UTC](https://forums.unrealengine.com/t/how-can-i-make-my-skeletal-mesh-break-into-physics-objects/292903/1 "2014-09-04T20:36:10Z")

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The characters in my game are small robots whose hands, feet, and head are connected to the torso via beams of energy. When the energy level hits zero I want the beams to turn of and the pieces to become physics objects.

Is there a way to achieve this with a skeletal mesh?

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [September 4, 2014, 9:41pm UTC](https://forums.unrealengine.com/t/how-can-i-make-my-skeletal-mesh-break-into-physics-objects/292903/2 "2014-09-04T21:41:07Z")

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Hi Skuvnar,

One of the easiest ways is to change the Skeletal Mesh for mesh pieces that are in the same location and rotation at the moment it’s destroyed. Take a look at the solution that this user came up with.

> **[What is the best way to blow up a character to pieces](https://forums.unrealengine.com/questions/79761/what-is-the-best-way-to-blow-up-a-character-to-pie.html)**
>
> Hello, I realy appreciate some one giving some thoughts and examples if you can, to show how to deal with this situation: I have a character and if he is killed by a projectile (explosion) he will be blown into pieces that will use physics, but i...

TJ

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [September 4, 2014, 9:44pm UTC](https://forums.unrealengine.com/t/how-can-i-make-my-skeletal-mesh-break-into-physics-objects/292903/3 "2014-09-04T21:44:32Z")

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#Physics Asset

I do exactly what you describe i this video!

As long as your mesh is not contiguous / the various pieces are not connected,

you can simply use your skeletal mesh physics asset!

just delete all the constraints

and you will get the effect you want when you run simulate in the Physics Editor!

#No Extra Work

No extra work is required!

All you have to do is delete the constraints and you are done!

You need a physics asset anyways, so dont do extra work!

You can just delete the constraints in the physics asset and turn physics simulation on whenever you want the robot to break to pieces!

#Videos!

Here are videos of my method!

> **[Rama's Per Bone Collision System, Entire Content Only Project For You](https://forums.unrealengine.com/showthread.php?29880-Rama-s-Per-Bone-Collision-System-Entire-Content-Only-Project-For-You)**
>
> Dear Everyone, I’ve posted my market place submission! It is my per-bone collision system that I originally wrote in C++, remade entirely in Blueprints in a Content-Only project! The item is actually the entire project, so you can see every detail...

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> 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...

#❤

Rama

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**Author:** ![Skuvnar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Skuvnar](https://forums.unrealengine.com/u/Skuvnar)\
**Post date:** [September 5, 2014, 11:29am UTC](https://forums.unrealengine.com/t/how-can-i-make-my-skeletal-mesh-break-into-physics-objects/292903/4 "2014-09-05T11:29:30Z")

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Fantastic. Just what I was looking for.

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**Author:** ![simonschreibt](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/simonschreibt/32/947877_2.png) [@simonschreibt](https://forums.unrealengine.com/u/simonschreibt)\
**Post date:** [March 7, 2016, 6:36pm UTC](https://forums.unrealengine.com/t/how-can-i-make-my-skeletal-mesh-break-into-physics-objects/292903/5 "2016-03-07T18:36:37Z")

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And how do I delete the constrains?

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**Author:** ![simonschreibt](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/simonschreibt/32/947877_2.png) [@simonschreibt](https://forums.unrealengine.com/u/simonschreibt)\
**Post date:** [March 8, 2016, 4:57pm UTC](https://forums.unrealengine.com/t/how-can-i-make-my-skeletal-mesh-break-into-physics-objects/292903/6 "2016-03-08T16:57:02Z")

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I just did a small tutorial about it:

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/9/e/69ec9a52271fee4433504f31fd0fce1ae2e65e4b.jpeg "Use skeletal meshes as destructibles (Unreal Engine 4.10)") ](https://www.youtube.com/watch?v=-04qNDKFFq0)
