Trying to create a destructible house for my game. Have successfully created a static meshing using the Modeling Tools from within the editor (1st picture). Have also successfully fractured the static mesh, and have setup a gun that shoots a projectile that spawns a FieldSystemActor
on collision that applies an External Strain Transient Field
, and a Linear Velocity Transient Field
, for breaking the pieces, and then giving them a little push out like an explosion (respectively).
Issue is; now my player cannot enter the house. I changed the view mode to Player Collision
and see that the house collision is almost malformed & the door is blocked.
My question is this: am I doing something wrong? I understand that Unreal uses a convex hull algorithm on the fractured pieces, but is this interfering with my ‘hollow’ mesh? Does fracture not work correctly on ‘hollow’ meshes? How are enter-able meshes supposed to have destruction? I tried fracturing a house that wasn’t 1 solid mesh (each wall & floor was a distinct static mesh), but then this looked weird on fracture, where the pieces would break off along the wall seams, which I did not want, as it is weird to shoot a wall 1cm away from a corner and to only have the wall you directly shot fall apart… not both that wall and the surrounding area.
Static Mesh Lit Mode
Static Mesh Player Collision Mode
Blueprint Spawn Field System Actor