So I’m trying to make a building demolishing game where it’s possible to destroy a building with different tools, but I’m having some trouble setting up the destructible meshes.
For example I want to make the walls (or floor/celling) break when they don’t have enough support.
In the picture bellow the wall should break near the red line, but no matter the thickness of the wall, as long as it isn’t broken it can support the rest.
Another thing is that when I manually break the wall from the support columns the big chunk that breaks apart can’t be broken anymore, and it doesn’t break when it falls:
To my knowledge there is nothing that is supported like that with PhysX Destruction to have the wall give way after a bit. If this is a chunk that is supported using support depth a chunk will not break free until it has received the set damage threshold to do so.
There are a couple of things that need to be noted with your settings as well.
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Form Extended Structures has a bug with it at the moment. (UE-6062) Any meshes in contact using FES will only destroy the first placed and not-necessarily the others until the original placed mesh is destroyed. This would be why in your second image you cannot break your FES.
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At the moment it is not possible as far as I’m aware for chunk that has been broken free to break apart based on it’s impact. I’ve discussed this with our Physics developer in the past, but at the moment a lot of the destructible features and bug fixes are backlogged due to other priorities.
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By having a -1 in the Default Impact Damage Depth will result in no impact damage.
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Impact Resistance is bugged in 4.7 and previous version. The fix for this will be implemented into 4.8 so that it is working correctly
I hope this helps in some capacity.
Tim
Thank you for the answer, so from what I understood what happens on the second picture will be fixed.
But regarding the first picture there is no way to break the wall when it loses support. If that’s the case, is there a way to “fake it”?
The FES issue is ticketed, but backlogged. No time frame for a fix, but it’s on the list.
You would need a way to apply enough damage so that it breaks the mesh. I’m not a major blueprints guy so if I were going to start testing and setting up something I would start by looking into some radial damage actors that could be placed along those edges of the support wall. Try and see if there is hit detected in that area it could fire an impulse that applies enough damage to break any chunks in that area.
That would be where I would start looking. I’ve not set anything up like that per se, but it’s what I would prototype and see how it worked.
I hope that helps.
Tim