Event Any Damage → (Check to see if “HP” is <= 0) → Set Destructible Mesh (target: previously referred to destructible component property - new mesh: any mesh)
5: Create a new class with parent class the previously mentioned “enemy” class
6: Run some damage to this class!
At runtime when the Set Destructible Mesh node is called the editor crashes
Here’s the callstack (the assertion failed comment seems relevant):
!Id:b80078869002b12a7ed264db3b3da1f5
Unknown exception - code 00000001 (first/second chance not available)
Assertion failed: CI [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.4\Engine\Source\Runtime\Engine\Private\DestructibleComponent.cpp] [Line: 766]
If a chunk actor has user data and it is not a DestructibleChunkInfo, something is messed up
I’m not sure this is an exact same as your issue but I’ve got a similar issue with Set Destructible Mesh that will cause a crash with the engine. This has been bugged and is being looked into currently.
You’ve got a setup that I cannot throw together in a short amount of time on my end. I would be willing to bet that the Set Destructible Mesh node is the root issue though.
If you’re able to provide the project or reproduce with simple steps in a blank project that doesn’t require massive setup I could test then and make sure it is the same issue.
I spent about an hour trying to recreate it from scratch but I couldn’t get the mesh to destruct in this first person template project. I was going to attach the project but it’s 600MB so here’s just the assets I changed/created. If that doesn’t work out I can dropbox the project to you or something like that. assets
I added destructible damage to MyProjectile
I created a subclass of Character (“IllFatedEnemy”) that has a destructible mesh as well as the event to swap its mesh if it is ever damaged.
I set the skeletal mesh to the DM and set it’s collision type to custom > destructible > overlap all
The 2nd enemy in the zip is a variation I created in a failed attempt to get it to destruct. You might have luck with either one if you can get them to break.
I couldn’t get it to take damage even though as far as I can tell it’s the exact same settings I’m using in my correctly-destructing game project. I must have overlooked something critical - you might spot it right away.